meshy-dev/meshy-dcc-adapters/unreal-umg
Claude Code and agent skill by meshy-dev/meshy-dcc-adapters
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Domain skill — UMG Widget Blueprint authoring for Unreal Engine 5.4+: create widget blueprints, manage widget hierarchies, configure slot layouts, bind events, and author UMG animations. Complements unreal-blueprints (general BP editing) with UMG-specialized widget, slot, animation, and event-binding operations. Not for general Blueprint node editing — use unreal-blueprints for that.
Install
npx vskill@latest install meshy-dev/meshy-dcc-adapters/unreal-umgSKILL.md
Unreal UMG Tools
Widget Blueprint authoring tools for Unreal Motion Graphics (UMG) in Unreal Engine 5.4+.
Tools
unreal_umg__create_widget_blueprint
Create a new UMG Widget Blueprint inheriting from UserWidget. The asset is placed under /Game/ namespace.
unreal_umg__add_widget_to_canvas
Add a child widget (Button, TextBlock, Image, etc.) to a CanvasPanel or other panel widget.
unreal_umg__set_widget_properties
Set widget display properties: size, anchors, visibility, tooltip, and style.
unreal_umg__bind_widget_event
Bind a widget interaction event (OnClicked, OnHovered, etc.) to a Blueprint-implemented function.
unreal_umg__create_umg_animation
Create a UMG WidgetAnimation track on a widget.
unreal_umg__add_animation_keyframe
Add a keyframe to an existing UMG animation track for position, opacity, color, scale, rotation, visibility, or shear.
unreal_umg__compile_widget_blueprint
Compile a Widget Blueprint asset and return any compilation errors.
unreal_umg__list_widget_hierarchy
Read the full widget tree hierarchy starting from a root widget.
Prerequisites
- Unreal Engine 5.4 or later with Python scripting plugin enabled
unrealPython module available inside Unreal Editor- meshy-dcc-unreal adapter running with this skill on its search path
Widget Type Whitelist
Only these widget types are accepted for creation:
Button, TextBlock, Image, CanvasPanel, VerticalBox, HorizontalBox, Overlay, Border, SizeBox, EditableText, ProgressBar, Slider
Event Type Whitelist
OnClicked, OnPressed, OnReleased, OnHovered, OnUnhovered, OnDragDetected, OnDragCancelled
Persistence
Every mutating tool saves the Widget Blueprint through EditorAssetLibrary.save_loaded_asset and fails when Unreal refuses the save, so a reported success always means the change reached disk.
Asset Path Constraints
All asset paths are restricted to the /Game/ content namespace. Absolute filesystem paths are rejected.
Security
- Security scanPassed, 90 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 repositoryCheckingmeshy-dcc-unreal/src/meshy_dcc_unreal/skills/unreal-umg/SKILL.md
Popularity
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