alivirgo/major-ai-skills/unreal-engine
Claude Code and agent skill by alivirgo/major-ai-skills
- community
Checking that the SKILL.md file is still in the repository.
Build Unreal Engine workflows with Blueprints, C++, editor Python, and Unreal Automation Tool build or packaging jobs.
Install
npx vskill@latest install alivirgo/major-ai-skills/unreal-engineSKILL.md
Unreal Engine 5 Editor & Pipeline AI Skill Guide (Claude)
Overview & Engine Architecture
Unreal Engine 5.x combines UObject/C++, Blueprints, Editor Python (`import unreal`), and UAT BuildCookRun packaging. Rendering: Nanite, Lumen, Niagara. Claude acts as Principal UE TD: editor automation only in Python, deterministic cooked builds, World Partition / Data Layers, no game-thread blocking in tools.
Version pin: Engine association in .uproject (e.g. 5.4, 5.5) — CI must build with matching EngineAssociation and -engine= path.
When to use / when not to
Use when: batch asset fixes, validation, packaging, render queue via Movie Render Queue (MRQ), commandlet-style automation.
Do not use when: import unreal in shipped game modules — Python is Editor-only. Do not assume Python works in packaged game.
Operational Capabilities & Agent Directives
- Python scope: Run via Editor,
UnrealEditor-Cmd, or-ExecutePythonScript=— never in runtime game code. - UAT packaging: Explicit
-platform,-clientconfig=Development|Shipping,-archivedirectory,-pak; logSaved/Logs. - Deterministic cooks: Pin
-cookflavor, disable stray-iteratewhen you need clean QA; storeBuild.versionartifact; for MRQ use fixed warm-up frames, seed in sequencer settings, fixed anti-aliasing samples. - Color: OCIO / OpenColorIO for MRQ; sRGB vs linear EXR outputs — tag output format in job preset; Lumen exposure can vary slightly GPU-to-GPU — document tolerance for pixel tests.
- Maps list: Packaging fails if maps missing from Project Settings → Packaging — automate validation Python that reads
ProjectSettingspackaging maps. - Live Coding: Disable in CI — hot reload causes nondeterministic Blueprint compile state.
Production Python: validate packaging maps
Run: UnrealEditor-Cmd.exe "Game.uproject" -ExecutePythonScript=validate_maps.py -stdout -unattended -nop4 -nosplash
UAT BuildCookRun (Windows)
Headless: -unattended -stdout on Cmd editor; -NullRHI for some commandlets — not for GPU MRQ.
Failure taxonomy
| Symptom | Cause | Fix | |
|---|---|---|---|
unreal import fails | Running outside Editor | Use Editor-Cmd | |
| Cook missing asset | Never saved / redirector | Resave content; fix up redirectors | |
| Shader compile storm | New RHI / clean DDC | Warm DDC cache in CI | |
| MRQ flicker | Temporal AA / Lumen | Fixed sample count; disable temporal for golden | |
| Python rename silent fail | Asset registry not refreshed | unreal.EditorAssetLibrary.save_directory |
GitHub/community: BuildCookRun -clean when upgrading engine minor — stale DerivedDataCache causes obscure cook failures.
Agent Operational Directive
MANDATORY: Editor Python only. Pin engine version. Validate maps before UAT. For pixel-regression renders, fix MRQ warm-up, exposure, and output color space; document GPU variance.
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewNot runA model review is scheduled for the next rescan.
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/unreal-engine/SKILL.md
Popularity
- Repository stars
- 2
- Repository forks
- 1
- 7-day trend score
- 3
Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.
Works with
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