create-toolset
Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with…
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
$ npx -y skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill unreal-skill --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unreal-skillContext preview
The summary Claude sees to decide when to auto-load this 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
name: unreal-skill description: "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'."
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.
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.
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:
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.
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.
Decorate the class with `@agent_skill` and inherit from `unreal.AgentSkill`. The two fields from the Structure section map to class attributes:
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 = _INSTRUCTIONSSkills 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.
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:
python Engine/Plugins/Experimental/ToolsetRegistry/Content/Python/toolset_registry/tests/reload_remote.py your_plugin
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.
Use `AgentSkillToolset` via MCP. Start by calling `ListSkills` to see what exists, then either create or update:
**Creating**: Call
Control Unreal Editor directly from Claude Code via MCP. Hundreds of tools exposed via Unreal's ToolsetRegistry across 30+ toolsets: actors, blueprints, materials, Niagara, Control Rigs, Sequencer, State Trees, widgets, Gameplay Ability System, automation
Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with…
Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants…