Agent skill

Ue Specifiers

by fjz13 in fjz13/UnrealSpecifiers

A skill your agent uses when writing, editing, reviewing, validating, or explaining Unreal Engine C++ reflected declarations: UCLASS, USTRUCT, UENUM, UINTERFACE, UPROPERTY, UFUNCTION, UPARAM, UMETA…

Custom licenceAuto-check passedGame Development

Install Ue Specifiers

skills CLI
$ npx skills add fjz13/UnrealSpecifiers --skill ue-specifiers -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install fjz13/UnrealSpecifiers ue-specifiers --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/fjz13/UnrealSpecifiers.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ue-specifiers .claude/skills/ue-specifiers && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
ue-specifiers
GitHub stars
1.1k
Token cost
~1.4k tokens
SKILL.md length
712 words
Files
534 (incl. references)
Skills in repo
1
Repo updated
First seen
Licence
Custom licence

At a glance

A skill your agent uses when writing, editing, reviewing, validating, or explaining Unreal Engine C++ reflected declarations: UCLASS, USTRUCT, UENUM, UINTERFACE, UPROPERTY, UFUNCTION, UPARAM, UMETA…

  • Works in 7 steps: Infer the reflected contract before… → Use the minimal specifier and metadata… → Check that every chosen specifier/meta… → …
  • Explaining Unreal Engine C++ reflected declarations: UCLASS
  • SKILL.md covers Language, Evidence And Status, Code Authoring Workflow and Code Output Rules, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Ue Specifiers is an agent skill from fjz13/UnrealSpecifiers. Use when writing, editing, reviewing, validating, or explaining Unreal Engine C++ reflected declarations: UCLASS, USTRUCT, UENUM, UINTERFACE, UPROPERTY, UFUNCTION, UPARAM, UMETA, meta=(...), Blueprint exposure, Details Panel, replication/RPC, SaveGame, Config, Instanced objects, UMG binding, type pickers, UHT diagnostics, or UE5.8 specifier behavior.

Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. The skill folder holds 537 other files, including reference files (for example `agents/openai.yaml`, `references/indexes/ambiguous-symbols.index.md` and `references/indexes/common.index.md`).

It sits in Game Development, covering Database administration. It works with Unreal Engine and C++. The repository describes itself as: UE5标识符详解,包含100多个标识符以及300多个meta的解释和示例。Detailed Explanation of UE5 Identifiers, including over 100 identifiers and explanations and examples for more than 300 meta tags.

When your agent uses it

  • Explaining Unreal Engine C++ reflected declarations: UCLASS
  • Blueprint exposure
  • Replication/RPC
  • Instanced objects

Example prompts

  • “/ue-specifiers”

Workflow steps

7 steps, taken from the first numbered list in SKILL.md.

  1. Infer the reflected contract before choosing specifiers: C++ only, Blueprint API, Details Panel editing, config, SaveGame…
  2. Use the minimal specifier and metadata set that satisfies that contract. Do not add Blueprint, editor, config, network, or SaveGame…
  3. Check that every chosen specifier/meta key is valid for its macro and declaration kind: UCLASS, USTRUCT, UENUM, UINTERFACE, UPROPERTY…
  4. For code-writing tasks with combined behavior such as Blueprint exposure plus Details Panel editing, persistence, networking, instancing…
  5. For single known symbols or direct lookup questions, search references/indexes/common.index.md first. If a bare symbol can refer to…
  6. Open source documents only when needed to resolve validity, scope, caveats, common misuse, or UE version behavior. When a source document…
  7. Prefer code that compiles under UE5.8 UHT behavior. Mention version uncertainty only when the item is not verified for the target UE…

What it can do on your machine

Read from SKILL.md and the folder at commit 38c3024. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Ue Specifiers loads about 1.4k tokens when it runs, and up to ~490k if it reads all its reference files. Until then it costs about 92 tokens; SKILL.md has 712 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~92
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~490k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

Its licence (Custom licence) doesn't allow us to republish the file, so here is its outline and opening line. It has 712 words (~1,437 tokens).

“Use this skill to make Unreal Engine C++ reflected declarations correct while writing code. Treat it as a code-authoring guardrail first, and as a reference lookup only when the user is asking about specifiers/metadata directly.”

— opening of SKILL.md by fjz13, Custom licence
name
ue-specifiers

Read the full SKILL.md on GitHub

Files

SKILL.md and 533 other files (references) in skills/ue-specifiers of fjz13/UnrealSpecifiers.

  • SKILL.md
  • agents/openai.yaml
  • references/indexes/ambiguous-symbols.index.md
  • references/indexes/common.index.md
  • references/indexes/constraints.index.md
  • references/indexes/routing.index.md
  • references/indexes/sources.index.md
  • references/indexes/sources/meta-animation-rigvm.index.md
  • references/indexes/sources/meta-blueprint.index.md
  • references/indexes/sources/meta-details-panel.index.md
  • references/indexes/sources/meta-development-config.index.md
  • references/indexes/sources/meta-editor-ui.index.md
  • references/indexes/sources/meta-engine-subsystems.index.md
  • references/indexes/sources/meta-enum-struct.index.md
  • references/indexes/sources/meta-type-picker-assets.index.md
  • references/indexes/sources/specifier-other-macros.index.md
  • references/indexes/sources/specifier-uclass.index.md
  • … and 517 more

Open the folder on GitHubat commit 38c3024

Compare with similar skills

Ue Specifiers next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Ue Specifiers compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Ue Specifiers this skillfjz13/UnrealSpecifiers1.1k—~1.4kAutomated safety check: PassCustom licence
Ue Gameplay Frameworkquodsoler/unreal-engine-skills359—~8.6kAutomated safety check: PassMIT
Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin325—~1.8kAutomated safety check: PassMIT
Unreal Actor-Component Architecturequodsoler/unreal-engine-skills359—~7.5kAutomated safety check: PassMIT
Unreal Engine AI and Navigationquodsoler/unreal-engine-skills359—~8.9kAutomated safety check: PassMIT
Unreal Engine Animation Systemquodsoler/unreal-engine-skills359—~7kAutomated safety check: PassMIT

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Questions about Ue Specifiers

What does Ue Specifiers do?

A skill your agent uses when writing, editing, reviewing, validating, or explaining Unreal Engine C++ reflected declarations: UCLASS, USTRUCT, UENUM, UINTERFACE, UPROPERTY, UFUNCTION, UPARAM, UMETA…. Ue Specifiers is an agent skill from fjz13/UnrealSpecifiers.8 specifier behavior.

When should I use Ue Specifiers?

Ue Specifiers fits situations like: explaining Unreal Engine C++ reflected declarations: UCLASS; blueprint exposure; replication/RPC; instanced objects.

How do I install Ue Specifiers in Claude Code?

Run `npx skills add fjz13/UnrealSpecifiers --skill ue-specifiers -a claude-code`. Or copy the skill folder (skills/ue-specifiers in fjz13/UnrealSpecifiers) into .claude/skills/ue-specifiers in your project. Claude Code loads it when a task matches its description.

How do I install Ue Specifiers in Codex?

Run `npx skills add fjz13/UnrealSpecifiers --skill ue-specifiers -a codex`. Or copy the skill folder (skills/ue-specifiers in fjz13/UnrealSpecifiers) into .agents/skills/ue-specifiers in your project. Codex loads it when a task matches its description.

Can I use Ue Specifiers in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add fjz13/UnrealSpecifiers --skill ue-specifiers -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ue-specifiers, .gemini/skills/ue-specifiers, .github/skills/ue-specifiers and .opencode/skills/ue-specifiers in your project.

What does Ue Specifiers need to run?

SKILL.md names no scripts, command-line tools or credentials: Ue Specifiers is instructions for the agent only.

Does Ue Specifiers access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Ue Specifiers safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Ue Specifiers use?

Ue Specifiers has a licence file (the repository's licence) that doesn't match a standard licence. Read it on GitHub before reusing the skill.

How many tokens does Ue Specifiers use?

About 1.4k tokens (SKILL.md is roughly 5.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 488k tokens, read only when the agent opens those files.

What are the alternatives to Ue Specifiers?

Skills that share tags, products or a category with Ue Specifiers: Ue Gameplay Framework (quodsoler/unreal-engine-skills, 359 stars), Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 325 stars), Unreal Actor-Component Architecture (quodsoler/unreal-engine-skills, 359 stars) and Unreal Engine AI and Navigation (quodsoler/unreal-engine-skills, 359 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Ue Specifiers?

fjz13 (a GitHub user) maintains it in fjz13/UnrealSpecifiers, which has 1,059 GitHub stars. The repository was last updated on June 7, 2026.

Source: fjz13/UnrealSpecifiers on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.