Unreal Engine Skills

Unreal Engine Skills for AI Agents

31 skills for Unreal Engine 5.8 C++: GAS, networking, Niagara, World Partition, Mass Entity and hints on deprecated APIs

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Skill

Minimal access

Why this level

  • The skills are reference instructions and run nothing themselves
  • The `ue-project-context` skill writes one project description file into `.agents/`
All reasons and checks

quodsoler/unreal-engine-skills

Install

In your terminal, with SkillFoxx CLI

npx skillfoxx add skills/unreal-engine-skills-for-ai-agents

Detects the agents on your machine, shows the access level and pins the version.

Other ways to install

Access and checks

How we review

Minimal accessThe tool runs nothing and makes no network calls.

  • The skills are reference instructions and run nothing themselves
  • The `ue-project-context` skill writes one project description file into `.agents/`

This is third-party code. Review the repository files before installing.

What it does

The set of 31 skills teaches the agent to write Unreal Engine 5.8 C++ against the engine's real headers. The skills are grouped by topic: C++ basics (`ue-cpp-foundations`, actor and component lifecycle, module builds), gameplay systems (Gameplay Ability System, tags, character movement, animation, networking and replication), rendering and audio (materials, Niagara, MetaSounds), world and data (World Partition, PCG, physics, save games), AI (navigation, State Trees, Mass Entity), UI (UMG, Slate, Enhanced Input) and editor tools with tests. The foundation is the `ue-project-context` skill: it writes your project's modules, platforms and conventions to `.agents/ue-project-context.md`, and the other skills read that file first. Every skill carries a "Deprecated — do not use" table that maps old calls to new ones so the agent does not write outdated code. The author states that names and signatures were checked against UE 5.8 sources and the examples were built in a project.

Who it is for. Unreal Engine 5 C++ game developers who hand gameplay, networking and editor-tool code to an agent and are tired of outdated calls.

Good fit when

  • You need a replicated health attribute through the Gameplay Ability System
  • An open world is moving to World Partition with streaming and data layers
  • A Niagara effect has to be driven by parameters from C++
  • Automated tests for an inventory system are written with Automation and CQTest
  • The agent keeps emitting UE 4 or 5.0 calls and you want to cut them with the deprecation table

Not a fit when

  • The project is Blueprint-only without C++: the skills target code, not visual graphs
  • The engine version is much older than 5.8: part of the APIs and deprecation notes will not fit
  • You want to drive the Unreal editor itself from an agent: that needs an MCP server, while the skills only supply knowledge
  • You work in Unity or Godot: the set is written for Unreal only

Example request

Add a replicated health attribute to my character through GAS and show the Build.cs changes

Limitations

The skills target Unreal Engine 5.8 and the author checked them against that version's headers and sources. Older versions may not match. The `ue-mover` skill covers the Mover plugin, which the engine marks as experimental. The skills supply knowledge and patterns but do not launch the editor or build the project for you: you do the compiling and checking. The recommended `npx skills add` route installs all 31 skills, so to save context use the `--skill` flag and pick topics.

How to disable. Delete the `ue-*` folders from `.agents/skills/` and `.claude/skills/`. You can keep or remove the `.agents/ue-project-context.md` file by hand.

FAQ

How do I install only some of the Unreal skills?

Add the `--skill` flag and list names: `npx skills add quodsoler/unreal-engine-skills --skill ue-cpp-foundations ue-gameplay-abilities`. The `--list` flag prints all skills.

What is `ue-project-context` for?

It creates one `.agents/ue-project-context.md` file with your project's modules, target platforms and conventions. The other skills read it first and advise for your project.

How does a skill guard against outdated APIs?

Each skill has a "Deprecated — do not use" table: the old call form and its 5.8 replacement. The author picked table rows from `UE_DEPRECATED` marks from version 5.5 to 5.8.

Which agents are supported?

The description names Claude Code, Cursor and Windsurf, plus any agent supporting the Agent Skills spec. The `.agents/skills/` directory fills automatically, with links created in `.claude/skills/` for Claude Code.

How did the author test the examples?

By his account, all identifiers and signatures were matched against engine headers, and about 945 C++ blocks were built in a UE 5.8 project with warnings as errors. You can repeat the check on your own project.

Discussion

No questions or reviews yet.

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Comparison with similar tools

Cards that share the main search query, and how they differ.

ToolOfficialAuthenticationRepository starsMain difference
Unreal Engine Skills (this card)no449
Unreal Engine Skills for Claude Codeyes1,957a separate Claude Code plugin, while this set serves any agent that follows the Agent Skills spec
Unreal MCPnonot required2,117an MCP server that drives the editor, while the skills only supply C++ knowledge

README in short

The description explains what skills are, how they reference each other and shows a topic map around `ue-project-context`. Then come a skill table, two install routes (via `npx skills` and by copying folders), sample requests, a section on API accuracy checks and contribution rules.

README badge

Original SKILL.md

---
name: ue-gameplay-abilities
description: "Use when implementing or debugging the Gameplay Ability System in C++ — abilities, effects, attributes, cues and the AbilitySystemComponent. Also use when the user mentions 'GAS', 'UGameplayAbility', 'ActivateAbility', 'CommitAbility', 'UGameplayEffect', 'UAttributeSet', 'FGameplayAttributeData', 'AbilitySystemComponent', 'InitAbilityActorInfo', 'GiveAbility', 'TryActivateAbility', 'ability task', 'GameplayCue', 'cooldown', 'cost', 'buff', 'debuff', 'damage execution' or 'ASC on PlayerState'. For montage playback, see ue-animation-system; for replication modes and prediction, see ue-networking-replication."
metadata:
  version: "2.0.0"
  engine: "5.8"
---

# UE Gameplay Ability System

Target engine: **UE 5.8**. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

GAS ships as the `GameplayAbilities` plugin (`Engine/Plugins/Runtime/GameplayAbilities`), which is production-ready, not Experimental. Enable it in the `.uproject`, then add `"GameplayAbilities"`, `"GameplayTags"` and `"GameplayTasks"` to `PublicDependencyModuleNames` in your module's `Build.cs`. This skill covers `UAbilitySystemComponent`, `UGameplayAbility`, `UGameplayEffect`, `UAttributeSet`, `UAbilityTask` and Gameplay Cues.

## Context

Read `.agents/ue-project-context.md` if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

| Request is about… | Go to |
|---|---|
| Where the ASC lives, init order, respawn, replication mode | [ASC Ownership and Initialization](#asc-ownership-and-initialization) |
| Writing an ability, activation, cost, cooldown, policies | [Gameplay Abilities](#gameplay-abilities) |
| Waiting on montages, events, targeting, timers, tag queries | [Ability Tasks](#ability-tasks) |
| Damage, buffs, stacking, executions, immunity, GE components | [Gameplay Effects](#gameplay-effects) |
| Health/mana floats, clamping, attribute replication | [Attribute Sets](#attribute-sets) |
| Tags that block, grant or cancel abilities; loose tags | [Tags in GAS](#tags-in-gas) |
| Particles, sounds, hit impacts, cue notify classes | [Gameplay Cues](#gameplay-cues) |
| Cue scan paths, global curve tables, project config | [Project Settings](#project-settings) |

## GAS Architecture

| Pillar | Class | Header | Purpose |
|---|---|---|---|
| Component | `UAbilitySystemComponent` | `AbilitySystemComponent.h` | Owns abilities, effects, attributes, tags |
| Abilities | `UGameplayAbility` | `Abilities/GameplayAbility.h` | What happens when activated |
| Effects | `UGameplayEffect` | `GameplayEffect.h` | Data-driven attribute mutation |
| Attributes | `UAttributeSet` | `AttributeSet.h` | Replicated `FGameplayAttributeData` stats |
| Tasks | `UAbilityTask` | `Abilities/Tasks/AbilityTask.h` | Latent steps inside an ability |

Gameplay tags thread through all of them as requirements, grants and blockers.

## ASC Ownership and Initialization

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