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Unreal Skill

Organization
EpicGames
unreal-skill

Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'register a skill so Claude picks it up'; writing or editing a `SKILL.md` inside a UE plugin's `Skills/` or `Python/skills/` folder; defining a Python skill class registered with the skill registry; calling `CreateSkill`, `ListSkills`, or `GetSkills` MCP tools; designing a skill's name, description, or instruction body. SKIP for: authoring a toolset (use create-toolset), invoking an existing skill at runtime (use unreal-mcp), editing harness-level Claude Code skills under `.claude/skills/` or `~/.claude/skills/`, or generic uses of the word 'skill'.

Overview

PublisherEpicGames
Repositoryunreal-engine-skills-for-claude-code-plugin
Skill nameunreal-skill
Stars
510
Forks
65
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by EpicGames on GitHub. Read the source before you install it.

Installation

Install the Unreal Skill AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin/tree/main/skills/unreal-skill
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin.git /tmp/unreal-engine-skills-for-claude-code-plugin
mkdir -p .claude/skills
cp -r /tmp/unreal-engine-skills-for-claude-code-plugin/skills/unreal-skill .claude/skills/unreal-skill
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Unreal Skill in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Unreal Skill on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Unreal Skill is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Unreal Skill

You are authoring an Unreal Engine Agent Skill: a named, reusable bundle of instructions that packages essential knowledge the agent either doesn't know or needs to pay close attention to. A skill can provide general best practices in a domain, guidance on a specific workflow, or a mix of both.

Principles

A good skill is:

Novel: The content should be things the agent doesn't already know or can't learn by using tools. If the agent could figure it out by calling a tool, don't put it in a skill.

Collegial: Write like you're briefing a knowledgeable colleague, not authoring documentation. Assume the reader understands Unreal. Give them what they need to act, not a full explanation of how everything works.

Flexible: Skills can include conceptual explanations, step-by-step instructions, or a mix. Use whichever form makes the guidance clearest for the task.

Durable: Don't embed property names, tool names, or other details that change over time. Skills that reference specific API names break silently when those names change.

Agnostic: Don't reference orchestration systems, role names, model names, or anything about how the agent is wired up. Skills should work regardless of the surrounding infrastructure.

Parsimonious: Every token costs context. Put them where they matter most and cut anything that isn't essential or evergreen. If a sentence wouldn't be missed, remove it.

Before You Write

Work through these questions before writing anything.

1. Does the skill already exist? Call ListSkills via MCP to see all registered skills in the project, then GetSkills on anything relevant. If the capability is already covered, point the user to the existing skill rather than creating a new one.

2. Choose the implementation path. Two paths exist and the choice depends on where the skill lives:

  • Python class: The right choice when the skill is part of a code plugin. It lives alongside the plugin's Python toolsets, is version-controlled with the plugin, and is registered automatically when the plugin loads.
  • UAsset: The right choice when the skill is project-specific and doesn't belong in a plugin. Create it directly in the Content Browser using CreateSkill via MCP. No code required.

Structure

Every Unreal skill has two fields.

Description: Loaded at discovery time, before the skill's full instructions are read. One or two sentences that clearly describe what the skill covers and when it applies.

Instructions: The skill's payload. The actual guidance the agent follows when the skill is active. Apply the principles above: focus on what tools can't teach and cut anything not essential.

The agent discovers and dispatches tools at runtime through the unreal-mcp meta-tools (list_toolsets, describe_toolset, call_tool), so write instructions that assume the agent will find the tools it needs rather than naming a fixed toolset list.

Python Skills

A Python skill is a UAgentSkill subclass defined in a Python file inside a plugin. Use this path when the skill belongs to a code plugin and should be version-controlled with the plugin.

Authoring

Decorate the class with @agent_skill and inherit from unreal.AgentSkill. The two fields from the Structure section map to class attributes:

  • The class docstring becomes the Description. Keep it to one or two sentences.
  • instructions is a class attribute string containing the guidance loaded when the skill activates.
python
import unreal

from toolset_registry.agent_skill import agent_skill

_INSTRUCTIONS = (
    'Do X before Y, because Z.\n'
    'Always verify the result after performing the operation.\n'
)

@agent_skill
class MySkill(unreal.AgentSkill):
    """Provides guidance on doing X in Unreal Engine.
    Apply this skill whenever the user wants to accomplish X."""

    instructions = _INSTRUCTIONS

Registration

Skills register themselves on import. Unless directed otherwise, place skill files in a skills/ subfolder within the plugin's Python package, import each one explicitly in that subfolder's __init__.py, and ensure init_unreal.py imports the skills package.

Reloading

After editing a Python skill, reload the plugin's package before verifying. The editor won't pick up changes otherwise. Enable Remote Execution in Edit → Project Settings → Plugins → Python → Enable Remote Execution, then run:

bash
python Engine/Plugins/Experimental/ToolsetRegistry/Content/Python/toolset_registry/tests/reload_remote.py your_plugin

UAsset Skills

A UAsset skill is a UAgentSkill instance saved as a Content Browser asset. Use this path for project-specific skills that don't belong in a plugin and require no code.

Authoring

Use AgentSkillToolset via MCP. Start by calling ListSkills to see what exists, then either create or update:

Creating: Call CreateSkill with:

  • FolderPath: Content Browser folder, e.g. /Game/Skills/
  • AssetName: PascalCase name, e.g. MyWorkflowSkill
  • Description: one or two sentences (see Structure above)
  • Details: a FAgentSkillDetails with Instructions

Updating: Call UpdateSkill with:

  • SkillPath: full path to the skill, e.g. /Game/Skills/MyWorkflowSkill.MyWorkflowSkill_C
  • Description: revised description
  • Details: revised FAgentSkillDetails

Reviewing Your Work

Before handing off, verify the skill looks right by calling GetSkills on its path. Then read the description and instructions together as the agent will see them:

  • Description: Does it clearly say when this skill applies? Would an agent reading only the description know whether to activate it for a given task?
  • Instructions: Do they teach something the agent couldn't learn from the tools? Are they brief enough to be worth the context cost?

Frequently asked questions

What does the Unreal Skill AI skill do?

Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'register a skill so Claude picks it up'; writing or editing a `SKILL.md` inside a UE plugin's `Skills/` or `Py...

Why use Unreal Skill on TypingMind?

Because you install it once and use it with any model. Unreal Skill is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Unreal Skill in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/EpicGames/unreal-engine-skills-for-claude-code-plugin/tree/main/skills/unreal-skill. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Unreal Skill?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Unreal Skill?

As many as you like. As long as a model supports skills, you can use Unreal Skill with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Unreal Skill AI skill free?

Yes. It is published on GitHub by EpicGames under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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