italink/unrealclientprotocol/unreal-nodecode-common
Claude Code and agent skill by italink/unrealclientprotocol
- community
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Common rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget). This is a reference skill — domain-specific skills (unreal-material-editing, unreal-blueprint-editing, etc.) should be used for actual operations.
Install
npx vskill@latest install italink/unrealclientprotocol/unreal-nodecode-commonSKILL.md
NodeCode Common Rules
NodeCode is the unified text-based representation used by UCP to read/write node graphs across Materials, Blueprints, Niagara scripts, and Widget trees. All domain-specific editing skills share the same underlying diff/apply engine. This document describes the common behaviors that apply to all of them.
API
CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary
| Function | Params | Description | |
|---|---|---|---|
Outline | AssetPath | List available sections for an asset | |
ReadGraph | AssetPath, Section | Read a section's text representation. Empty Section = all. | |
WriteGraph | AssetPath, Section, GraphText | Write a section. Triggers recompile/refresh as appropriate. |
Node ID Format
- Existing nodes:
N_<base62>— 22-character Base62-encoded GUID. ReadGraph always outputs this form. - New nodes:
N_new<int>— temporary ID for nodes you are creating (e.g.N_new0,N_new1). The system assigns a real GUID after WriteGraph.
Connection Syntax (Graph Sections)
Connections are declared on the source (output) node, indented with >:
Domain-specific pin names and graph outputs vary — see each editing skill for details.
Key Rules
- Preserve node IDs — existing nodes use
N_<base62>IDs that encode their GUID. Always keep them unchanged when writing back. UseN_new<int>only for genuinely new nodes. - ReadGraph before WriteGraph — always read first to understand the current state.
- Undo support — all WriteGraph operations are wrapped in transactions and support Ctrl+Z.
- Incremental diff — WriteGraph only modifies nodes/connections/properties that actually changed. Unchanged parts are left intact.
- Properties are additive, not resetting — WriteGraph only modifies properties that appear in
{...}. Omitting a property does not reset it to its default value; the existing value is preserved. To change a property back to default, you must write it explicitly (e.g.{Period:1.000000}to reset Period). This is critical when correcting previously set non-default values. - Verify all node IDs before writing — every
N_<id>referenced in> ->connection lines must be defined as a node in the same graph. Referencing an undefined ID silently drops that connection.
Property Format
Node properties are serialized in {Key:Value, Key2:Value2} on the same line as the node declaration. Values use UE reflection import format:
- Scalars:
{R:1.0},{ConstB:0.5} - Strings:
{ParameterName:"MyParam"} - Structs:
{Constant:(R=1,G=0.5,B=0,A=1)} - Booleans:
{R:True},{TwoSided:true} - Enums:
{ShadingModel:MSM_Unlit}
Error Handling
WriteGraph returns a diff object with:
nodes_added,nodes_removed,nodes_modified— structural changeslinks_added,links_removed— connection changescompile_errors— compilation errors (if applicable)
Common errors:
"Property not found: ..."— typo in property name"Failed to import ..."— invalid property value format"Input 'X' not found on N_... (ClassName). Available: [...]"— wrong pin name
Security
- Security scanPassed, 95 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingSkills/unreal-nodecode-common/SKILL.md
Popularity
- Repository stars
- 114
- Repository forks
- 14
- 7-day trend score
- 24
Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.
Works with
Any agent vskill installs to: 56 targets in all. These 39 have a page on this site.
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- bolt.new
- v0
- Replit Agent
- Anse
- TypingMind
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- Warp AI
- Pieces
- Fig AI
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