Unreal Skill

作者 EpicGamesa6aa73ada02a无许可证328 个星标收录于 2026年10月8日更新于 2026年10月8日仓库3周前更新

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

仅含说明AI & Agents
AI 生成的概览

指导以 Python 类或 UAsset 资产形式编写和审查 Unreal Engine Agent Skill。

功能
该技能提供创建、编辑和审查 Unreal Engine Agent Skill 的说明,这类技能是注册到 unreal-mcp 服务器的具名指令包。内容涵盖在插件的 Python UAgentSkill 子类与在内容浏览器中创建的 UAsset 之间做选择,以及注册、重新加载和审查步骤。产出是包含描述与指令正文的技能定义。
适用场景
当用户想要新增、修改或审查编辑器内 Unreal 智能体将加载的技能时使用。适用于在 UE 插件的 Skills 或 Python/skills 文件夹中编写或编辑 SKILL.md、定义 Python 技能类,或创建技能 UAsset。不适用于编写工具集、在运行时调用技能,或编辑 .claude/skills 下的 Claude Code 框架技能。
运行要求
UAsset 技能需要 unreal-mcp 服务器及其 AgentSkillToolset 元工具(ListSkills、GetSkills、CreateSkill、UpdateSkill);Python 技能需要 Unreal Python 环境及 toolset_registry 的 agent_skill 模块。重新加载 Python 技能需启用远程执行,并使用 ToolsetRegistry 插件中的 reload_remote.py 脚本。该技能本身不附带脚本。

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_skillclass 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?

来源与署名

来源:EpicGames/unreal-engine-skills-for-claude-code-plugin位于skills/unreal-skill提交a6aa73a

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