Unreal Engine integration skill for C++/Blueprint development, actor lifecycle management, plugin development, and editor automation. Enables LLMs to interact with Unreal Editor through MCP servers for level manipulation, Blueprint generation, and automated workflows.
Scanned 9/2/2026
Install to Claude Code
npx -y skills add a5c-ai/babysitter --skill unreal-development --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: unreal-development
description: Unreal Engine integration skill for C++/Blueprint development, actor lifecycle management, plugin development, and editor automation. Enables LLMs to interact with Unreal Editor through MCP servers for level manipulation, Blueprint generation, and automated workflows.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
domains: [domain:gaming]
specializations: [specialization:game-development]
skillAreas: [skill-area:game-engines, skill-area:gameplay-programming]
roles: [role:game-developer]
---
# Unreal Development Skill
Comprehensive Unreal Engine development integration for AI-assisted game creation, editor automation, and project management.
## Overview
This skill provides capabilities for interacting with Unreal Engine projects, including C++ development, Blueprint visual scripting, actor management, and build automation. It leverages the Unreal MCP ecosystem for direct editor integration when available.
## Capabilities
### Project Management
- Create and configure Unreal projects
- Manage project settings (Project Settings, DefaultEngine.ini, etc.)
- Configure plugin dependencies
- Set up module structure for code organization
### C++ Development
- Generate Actor and Component classes with proper UCLASS macros
- Create UObject subclasses with reflection support
- Implement interfaces (UInterface)
- Write custom Editor modules
- Generate unit tests using Automation Framework
### Blueprint Visual Scripting
- Generate Blueprint classes from specifications
- Create Blueprint function libraries
- Design Blueprint interfaces
- Build reusable Blueprint macros
- Generate data-only Blueprints
### Actor and Component System
- Create and modify Actors programmatically
- Design component hierarchies
- Implement tick and lifecycle management
- Set up actor replication for multiplayer
### Level Design
- Create and modify levels
- Place actors and configure properties
- Set up level streaming
- Configure World Partition settings
### Build System
- Configure build settings for multiple platforms
- Create build scripts using BuildGraph
- Set up CI/CD pipelines
- Manage platform-specific configurations
## Prerequisites
### Unreal Engine Installation
- Unreal Engine 5.0 or higher recommended
- Visual Studio 2022 with C++ game development workload
- .NET 6.0 SDK for tooling
### MCP Server (Recommended)
For direct Unreal Editor integration:
```json
{
"mcpServers": {
"unreal": {
"command": "python",
"args": ["-m", "unreal_mcp"],
"env": {
"UNREAL_PROJECT_PATH": "/path/to/project.uproject"
}
}
}
}
```
Alternative MCP servers:
- `UnrealMCP` (kvick-games) - TCP server with JSON commands
- `unreal-mcp` (chongdashu) - Natural language control
- `Unreal_mcp` (ChiR24) - C++ Automation Bridge
## Usage Patterns
### Creating an Actor Class (C++)
```cpp
// MyCharacter.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"
UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
AMyCharacter();
protected:
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
float MoveSpeed = 600.0f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
float JumpHeight = 420.0f;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
class UCameraComponent* CameraComponent;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
class USpringArmComponent* SpringArmComponent;
private:
void MoveForward(float Value);
void MoveRight(float Value);
void StartJump();
void StopJump();
};
```
```cpp
// MyCharacter.cpp
#include "MyCharacter.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
AMyCharacter::AMyCharacter()
{
PrimaryActorTick.bCanEverTick = true;
// Create spring arm
SpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
SpringArmComponent->SetupAttachment(RootComponent);
SpringArmComponent->TargetArmLength = 400.0f;
SpringArmComponent->bUsePawnControlRotation = true;
// Create camera
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
CameraComponent->SetupAttachment(SpringArmComponent);
// Configure movement
GetCharacterMovement()->MaxWalkSpeed = MoveSpeed;
GetCharacterMovement()->JumpZVelocity = JumpHeight;
}
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
}
void AMyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight);
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AMyCharacter::StartJump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &AMyCharacter::StopJump);
}
void AMyCharacter::MoveForward(float Value)
{
if (Value != 0.0f)
{
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}
void AMyCharacter::MoveRight(float Value)
{
if (Value != 0.0f)
{
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
AddMovementInput(Direction, Value);
}
}
void AMyCharacter::StartJump()
{
Jump();
}
void AMyCharacter::StopJump()
{
StopJumping();
}
```
### Creating a Data Asset (C++)
```cpp
// EnemyDataAsset.h
#pragma once
#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "EnemyDataAsset.generated.h"
UENUM(BlueprintType)
enum class EEnemyType : uint8
{
Melee,
Ranged,
Boss
};
UCLASS(BlueprintType)
class MYGAME_API UEnemyDataAsset : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Basic Info")
FString EnemyName;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Basic Info")
EEnemyType EnemyType;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
float MaxHealth = 100.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
float MoveSpeed = 300.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Combat")
float AttackDamage = 10.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Combat")
float AttackRange = 150.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Visuals")
TObjectPtr<USkeletalMesh> Mesh;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Visuals")
TObjectPtr<UAnimBlueprint> AnimBlueprint;
// UPrimaryDataAsset interface
virtual FPrimaryAssetId GetPrimaryAssetId() const override;
};
```
### Gameplay Ability System Example
```cpp
// MyGameplayAbility.h
#pragma once
#include "CoreMinimal.h"
#include "Abilities/GameplayAbility.h"
#include "MyGameplayAbility.generated.h"
UCLASS()
class MYGAME_API UMyGameplayAbility : public UGameplayAbility
{
GENERATED_BODY()
public:
UMyGameplayAbility();
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
float CooldownDuration = 1.0f;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
float ManaCost = 10.0f;
protected:
virtual void ActivateAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
const FGameplayEventData* TriggerEventData) override;
virtual void EndAbility(
const FGameplayAbilitySpecHandle Handle,
const FGameplayAbilityActorInfo* ActorInfo,
const FGameplayAbilityActivationInfo ActivationInfo,
bool bReplicateEndAbility,
bool bWasCancelled) override;
};
```
## Integration with Babysitter SDK
### Task Definition Example
```javascript
const unrealActorTask = defineTask({
name: 'unreal-actor-generation',
description: 'Generate Unreal Engine Actor class',
inputs: {
actorType: { type: 'string', required: true }, // Character, Pawn, Actor
className: { type: 'string', required: true },
components: { type: 'array', required: true },
outputPath: { type: 'string', required: true }
},
outputs: {
headerPath: { type: 'string' },
sourcePath: { type: 'string' },
success: { type: 'boolean' }
},
async run(inputs, taskCtx) {
return {
kind: 'skill',
title: `Generate Unreal Actor: ${inputs.className}`,
skill: {
name: 'unreal-development',
context: {
operation: 'generate_actor',
actorType: inputs.actorType,
className: inputs.className,
components: inputs.components,
outputPath: inputs.outputPath
}
},
io: {
inputJsonPath: `tasks/${taskCtx.effectId}/input.json`,
outputJsonPath: `tasks/${taskCtx.effectId}/result.json`
}
};
}
});
```
## MCP Server Integration
### Available MCP Tools (via unreal-mcp)
| Tool | Description |
|------|-------------|
| `unreal_spawn_actor` | Spawn actor in level |
| `unreal_modify_actor` | Modify actor properties |
| `unreal_create_blueprint` | Generate Blueprint class |
| `unreal_compile` | Trigger hot reload/compile |
| `unreal_build` | Build for target platform |
| `unreal_run_automation` | Execute automation tests |
| `unreal_query_level` | Get level structure |
| `unreal_python_exec` | Execute Unreal Python command |
### Configuration
```json
{
"mcpServers": {
"unreal": {
"command": "python",
"args": ["-m", "unreal_mcp"],
"env": {
"UNREAL_PROJECT_PATH": "C:/Projects/MyGame/MyGame.uproject",
"UNREAL_ENGINE_PATH": "C:/Program Files/Epic Games/UE_5.3"
}
}
}
}
```
## Best Practices
1. **UCLASS Macros**: Always use appropriate specifiers (BlueprintType, Blueprintable, etc.)
2. **Property Specifiers**: Use EditAnywhere/VisibleAnywhere and BlueprintReadWrite/BlueprintReadOnly correctly
3. **Replication**: Mark replicated properties with UPROPERTY(Replicated)
4. **Memory Management**: Use TObjectPtr for object pointers, avoid raw pointers
5. **Modules**: Organize code into logical modules with clear dependencies
6. **Tick Optimization**: Only enable tick when necessary, use Timers for periodic tasks
## Platform Considerations
| Platform | Key Considerations |
|----------|-------------------|
| PC | Full feature support, shader model 5+ |
| Console | Memory budgets, certification requirements |
| Mobile | Simplified rendering, thermal management |
| VR | Frame rate requirements, motion sickness prevention |
## References
- [Unreal Engine Documentation](https://dev.epicgames.com/documentation/)
- [UnrealMCP (kvick-games)](https://github.com/kvick-games/UnrealMCP)
- [unreal-mcp (chongdashu)](https://github.com/chongdashu/unreal-mcp)
- [Unreal_mcp (ChiR24)](https://github.com/ChiR24/Unreal_mcp)
- [ClaudeAI Plugin for UE5](https://claudeaiplugin.com/)
- [Unreal C++ Documentation](https://docs.unrealengine.com/5.0/en-US/programming-with-cplusplus-in-unreal-engine/)
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