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alivirgo/major-ai-skills/unreal-engine

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PublishedOctober 25, 2026 at 04:29 AM
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version: "1.0.1" name: unreal-engine description: "Build Unreal Engine workflows with Blueprints, C++, editor Python, and Unreal Automation Tool build or packaging jobs." category: game-engines risk: safe source: self source_type: self date_added: "2026-08-26" tags: ["unreal-engine", "ue5", "unreal-python", "uat", "buildcookrun", "headless", "deterministic"] tools: ["claude", "cursor", "gemini", "codex"]


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.

┌─────────────────────────────────────────────────────────────┐
│ Editor Python / UBT → Cook → Stage → Pak → Archive │
│ UnrealEditor-Cmd.exe -ExecutePythonScript=... │
│ RunUAT.bat BuildCookRun -project=... -platform=Win64 │
└─────────────────────────────────────────────────────────────┘

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

  1. Python scope: Run via Editor, UnrealEditor-Cmd, or -ExecutePythonScript= — never in runtime game code.
  2. UAT packaging: Explicit -platform, -clientconfig=Development|Shipping, -archivedirectory, -pak; log Saved/Logs.
  3. Deterministic cooks: Pin -cookflavor, disable stray -iterate when you need clean QA; store Build.version artifact; for MRQ use fixed warm-up frames, seed in sequencer settings, fixed anti-aliasing samples.
  4. 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.
  5. Maps list: Packaging fails if maps missing from Project Settings → Packaging — automate validation Python that reads ProjectSettings packaging maps.
  6. Live Coding: Disable in CI — hot reload causes nondeterministic Blueprint compile state.

Production Python: validate packaging maps

python
import unreal
settings = unreal.get_default_object(unreal.ProjectPackagingSettings)
maps = list(settings.get_editor_property("maps_to_cook"))
unreal.log(f"Maps to cook: {len(maps)}")
for m in maps:
if not unreal.EditorAssetLibrary.does_asset_exist(m):
raise RuntimeError(f"Missing map asset: {m}")
unreal.log("Packaging map validation OK")

Run: UnrealEditor-Cmd.exe "Game.uproject" -ExecutePythonScript=validate_maps.py -stdout -unattended -nop4 -nosplash


UAT BuildCookRun (Windows)

bat
Engine\Build\BatchFiles\RunUAT.bat BuildCookRun ^
-project="C:\Game\Game.uproject" ^
-noP4 -platform=Win64 -clientconfig=Shipping ^
-build -cook -stage -pak -archive ^
-archivedirectory="C:\Game\Dist"

Headless: -unattended -stdout on Cmd editor; -NullRHI for some commandlets — not for GPU MRQ.


Failure taxonomy

SymptomCauseFix
unreal import failsRunning outside EditorUse Editor-Cmd
Cook missing assetNever saved / redirectorResave content; fix up redirectors
Shader compile stormNew RHI / clean DDCWarm DDC cache in CI
MRQ flickerTemporal AA / LumenFixed sample count; disable temporal for golden
Python rename silent failAsset registry not refreshedunreal.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.
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