Skip to content
Development
Skill

/skill-authoring

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

From plugin
thrixel
734 skills1 MCP
Install
$ npx -y skills add thrixel/goal-to-game --skill skill-authoring --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/skill-authoring

Context 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

SKILL.md

skill-authoring.SKILL.md
name: skill-authoring
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/an agent 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'."

Agent Skill Authoring

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.
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:

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

Read more
Ships withthrixel

Build interactive 3D worlds with high-quality assets from Thrixel and your AI agent of choice. Claude Code (or your preferred agent) handles the logic, interactions, and scene setup. Thrixel generates, organizes, and manages the 3D assets.

Get the whole plugin
Stats
73
Stars
25
Forks
Active
Maintenance
JavaScript
Language
Apache-2.0
License
1d ago
Last commit
1mo ago
Created

Repo: thrixel/goal-to-game

Other skills on thrixel.