Official agent skill

Ue Build

by getsentry in getsentry/sentry-unreal

Build the SentryPlayground sample project for a target platform

OfficialMITAuto-check passedGame Development

Install Ue Build

skills CLI
$ npx skills add getsentry/sentry-unreal --skill ue-build -a claude-code

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

GitHub CLI
$ gh skill install getsentry/sentry-unreal ue-build --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/getsentry/sentry-unreal.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/ue-build .claude/skills/ue-build && 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-build
GitHub stars
173
Token cost
~1k tokens
SKILL.md length
285 words
Files
1
Skills in repo
5
Repo updated
First seen
Licence
MIT

At a glance

Build the SentryPlayground sample project for a target platform

  • Works in 4 steps: Check the UNREAL_ENGINE_ROOT environment… → Choose the build mode from conversation… → Determine the target platform from… → …
  • Game Development work in your project
  • SKILL.md covers Compile-only build, Full package build and Execution notes
  • Calls git

What it does

Ue Build is an agent skill from getsentry/sentry-unreal, published by the product's own GitHub organization. Build the SentryPlayground sample project for a target platform

Its SKILL.md is about 1k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development. It works with Unreal Engine, Linux, Android and iOS. The repository describes itself as: Sentry SDK for Unreal Engine. The licence is MIT.

When your agent uses it

  • Game Development work in your project

Example prompts

  • “/ue-build”

Workflow steps

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

  1. Check the UNREAL_ENGINE_ROOT environment variable (use PowerShell .NET method on Windows…
  2. Choose the build mode from conversation context
  3. Determine the target platform from conversation context using this lookup table. If no platform is mentioned, default to the host platform…
  4. Determine the build configuration: use Development by default, or Shipping if the user mentions it.

What it can do on your machine

Read from SKILL.md and the folder at commit 7afb083. 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

    Shell commands in SKILL.md call:

    • git

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

  • Network

    No URLs in SKILL.md. Its commands use git, which can reach the network depending on how they are called.

    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 Build loads about 1k tokens when it runs. Until then it costs about 18 tokens; SKILL.md has 285 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~18
When it runs · the whole SKILL.md, loaded when a task matches
~1k

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

The full file from getsentry/sentry-unreal at commit 7afb083, republished under its MIT licence (© getsentry). 285 words, ~1,020 tokens.

Download SKILL.mdSave it as .claude/skills/ue-build/SKILL.md (or your agent's skills folder).
name
ue-build
description
Build the SentryPlayground sample project for a target platform

Build the SentryPlayground sample project.

  1. Check the UNREAL_ENGINE_ROOT environment variable (use PowerShell .NET method on Windows: [System.Environment]::GetEnvironmentVariable('UNREAL_ENGINE_ROOT')). If unset or the path doesn't exist, ask the user for the engine path.

  2. Choose the build mode from conversation context:

    • Compile-only (default) - when the goal is verifying that code compiles after changes, or as a prerequisite for /ue-unit-test. Invokes UnrealBuildTool directly and is much faster than a full package.
    • Full package - when the user wants a packaged, runnable game build (e.g. as a prerequisite for /ue-integration-test, or if they mention packaging/cooking/distribution).
  3. Determine the target platform from conversation context using this lookup table. If no platform is mentioned, default to the host platform (Win64 on Windows, Mac on macOS, Linux on Linux). If ambiguous, ask the user.

    AliasPlatform flag
    Win64, WindowsWin64
    Mac, macOSMac
    AndroidAndroid
    iOSIOS
    LinuxLinux
    LinuxArm64LinuxArm64
    XSX, Xbox SeriesXSX
    XB1, Xbox OneXB1
    PS5, PlayStationPS5
    Switch, NXSwitch
  4. Determine the build configuration: use Development by default, or Shipping if the user mentions it.

Compile-only build

Resolve the repo root and invoke UnrealBuildTool with the editor target for the host platform:

bash
REPO=$(git rev-parse --show-toplevel)

# Windows
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/Build.bat" SentryPlaygroundEditor Win64 Development \
    -project="$REPO/sample/SentryPlayground.uproject" -waitmutex

# macOS
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/Mac/Build.sh" SentryPlaygroundEditor Mac Development \
    -project="$REPO/sample/SentryPlayground.uproject" -waitmutex

# Linux
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/Linux/Build.sh" SentryPlaygroundEditor Linux Development \
    -project="$REPO/sample/SentryPlayground.uproject" -waitmutex

To compile-check a non-host or non-editor platform (e.g. Android, iOS, consoles), build the game target instead, substituting the platform and configuration: SentryPlayground <Platform> <Config>.

Full package build

Resolve the repo root and run the BuildCookRun command:

bash
REPO=$(git rev-parse --show-toplevel)

# Windows
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/RunUAT.bat" BuildCookRun \
    -project="$REPO/sample/SentryPlayground.uproject" \
    -archivedirectory="$REPO/sample/dist" \
    -platform=Win64 -clientconfig=Development \
    -build -cook -stage -package -archive -nop4

# macOS
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/RunUAT.sh" BuildCookRun \
    -project="$REPO/sample/SentryPlayground.uproject" \
    -archivedirectory="$REPO/sample/dist" \
    -platform=Mac -clientconfig=Development \
    -build -cook -stage -package -archive -nop4

# Linux
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/RunUAT.sh" BuildCookRun \
    -project="$REPO/sample/SentryPlayground.uproject" \
    -archivedirectory="$REPO/sample/dist" \
    -platform=Linux -clientconfig=Development \
    -build -cook -stage -package -archive -nop4

Substitute the platform and config values as determined above.

For Android Shipping builds, add the -distribution flag.

Execution notes

  • Builds regularly take longer than the default command timeout. Run the build command in the background and monitor its output, or raise the timeout accordingly.
  • On failure, check the logs for the root cause:
    • UnrealBuildTool: $UNREAL_ENGINE_ROOT/Engine/Programs/UnrealBuildTool/Log.txt
    • UAT (BuildCookRun): $UNREAL_ENGINE_ROOT/Engine/Programs/AutomationTool/Saved/Logs/

© getsentry, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in .claude/skills/ue-build of getsentry/sentry-unreal.

Open the folder on GitHubat commit 7afb083

Compare with similar skills

Ue Build 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 Build compared with similar skills
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Ue Build this skillgetsentry/sentry-unreal173—~1kAutomated safety check: PassMIT
Sokol Netelix22/Sokol.NET154—~2.8kAutomated safety check: PassMIT
Makepad Platformsickn33/agentic-awesome-skills47k2 repos~1.2kAutomated safety check: PassMIT
Godot Export Buildsthedivergentai/GD-Agentic-Skills809—~3kAutomated safety check: PassLGPL-3.0
Engine Whats Newflutter/flutter179k—~978Automated safety check: PassBSD-3-Clause
Jetpack Composedarriousliu/PiPixiv262—~1.5kAutomated safety check: PassApache-2.0

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Questions about Ue Build

What does Ue Build do?

Build the SentryPlayground sample project for a target platform. Ue Build is an agent skill from getsentry/sentry-unreal, published by the product's own GitHub organization.

When should I use Ue Build?

Ue Build fits situations like: game Development work in your project.

How do I install Ue Build in Claude Code?

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

How do I install Ue Build in Codex?

Run `npx skills add getsentry/sentry-unreal --skill ue-build -a codex`. Or copy the skill folder (.claude/skills/ue-build in getsentry/sentry-unreal) into .agents/skills/ue-build in your project. Codex loads it when a task matches its description.

Can I use Ue Build 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 getsentry/sentry-unreal --skill ue-build -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-build, .gemini/skills/ue-build, .github/skills/ue-build and .opencode/skills/ue-build in your project.

What does Ue Build need to run?

Going by SKILL.md and its folder, Ue Build needs the command-line tools its instructions call (git).

Does Ue Build access the network?

SKILL.md contains no URLs. Its commands use git, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Ue Build 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 Build use?

Ue Build is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Ue Build use?

About 1k tokens (SKILL.md is roughly 4.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Ue Build?

Skills that share tags, products or a category with Ue Build: Sokol Net (elix22/Sokol.NET, 154 stars), Makepad Platform (sickn33/agentic-awesome-skills, 47k stars), Godot Export Builds (thedivergentai/GD-Agentic-Skills, 809 stars) and Engine Whats New (flutter/flutter, 179k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Ue Build?

getsentry (a GitHub organization, an official publisher) maintains it in getsentry/sentry-unreal, which has 173 GitHub stars. The repository holds 5 skills in this directory. The repository was last updated on October 7, 2026.

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