ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph,
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-blueprints --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/unreal-blueprintsContext preview
The summary Claude sees to decide when to auto-load this skill.
Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph,
name: unreal-blueprints description: > Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.
Structure gameplay logic in Unreal Engine 5 Blueprints: pick the right graph, expose data cleanly, and choose a communication method that doesn't create hard-reference spaghetti. Targets **UE 5.8**. (Blueprints are node graphs; the snippets below describe node flows.)
using the Construction Script, creating variables/functions/macros, or choosing how two Blueprints communicate (Cast, Interface, or Event Dispatcher).
visually rather than in C++.
**When *not* to use:** performance-critical systems, large data structures, or anything that benefits from source control diffs and unit tests → `unreal-cpp-gameplay`. Player input mapping → `unreal-enhanced-input`. AI logic → `unreal-behavior-trees`.
1. **Choose the Blueprint type.** A **Blueprint Class** (derived from Actor/Pawn/Character/ ActorComponent) defines a reusable object. The **Level Blueprint** is a per-level graph for level-specific scripting only — don't put reusable logic there. 2. **Use the Construction Script for editor-time setup** (procedural placement, configuring components from variables) — it runs when the actor is placed or edited, *not* during play. 3. **Use the Event Graph for runtime logic.** `Event BeginPlay` for init, input/overlap events for reactions. Avoid `Event Tick` unless you truly need per-frame work. 4. **Expose data with variables**; click the eye icon to make a variable Instance Editable, and group related ones with categories. Mark **pure** functions (no exec pin) for getters. 5. **Pick a communication method by coupling** (see Patterns): direct **Cast** for things you own, **Blueprint Interface** to call across types without hard references, **Event Dispatcher** to broadcast one-to-many. 6. **Verify** with the Blueprint debugger: drop breakpoints on nodes, watch variable values, and use Print String to confirm execution paths during Play In Editor (PIE).
Event BeginPlay
-> Set 'StartLocation' = GetActorLocation
-> Bind Event to OnComponentBeginOverlap (TriggerVolume) [calls custom event OnEnterZone]
OnEnterZone (Other Actor)
-> Branch: Other Actor == Player?
True -> Open Door (Timeline drives the rotation) // event-driven, runs oncePrefer events (overlaps, timers, dispatchers) and Timelines over polling in Tick.
Overlapped Actor (Actor ref)
-> Cast To BP_Player
Cast Failed -> (do nothing)
Success -> call BP_Player.ApplyDamage(10)`Cast To` creates a hard reference to that class (it loads with this Blueprint). Fine when the caller genuinely depends on that type; otherwise prefer an Interface.
// 1. Create BPI_Interactable with function 'Interact(Instigator)'.
// 2. Add the interface to BP_Door, BP_Chest, BP_Lever and implement 'Interact' in each.
// 3. Caller, with any Actor ref:
Player presses Use
-> Does Object Implement Interface (BPI_Interactable)? // safe check, no Cast/hard ref
True -> Interact (Message) on Target Actor// In BP_Player: declare Event Dispatcher 'OnHealthChanged (float NewHealth)'. TakeDamage -> Set Health -> Call 'OnHealthChanged' (Health) // broadcast // In WBP_HUD BeginPlay: Bind Event to 'OnHealthChanged' -> update health bar. // Many listeners can bind; the player never references them.
whole asset trees into memory. Decouple with Interfaces or Dispatchers.
Put it in a Blueprint Class.
(`Set Timer by Event`), and Timelines instead.
gameplay actors or starting logic there causes editor-only artifacts. Init in BeginPlay.
spawn via Spawn node, also mark "Expose on Spawn".
Implement Interface" before calling, or use the Message version which is safe on non-implementers.
binding, read `references/communication.md`.
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-blueprints-visual-scripting-in-unreal-engine`).
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Repo: gamedev-skills/awesome-gamedev-agent-skills
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