Agent skill

Unreal Blueprint Editing

by Italink in Italink/UnrealClientProtocol

Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph).

MITAuto-check passedGame Development

Install Unreal Blueprint Editing

skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-blueprint-editing -a claude-code

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

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-blueprint-editing --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/Italink/UnrealClientProtocol.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Skills/unreal-blueprint-editing .claude/skills/unreal-blueprint-editing && 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
unreal-blueprint-editing
GitHub stars
127
Token cost
~1.7k tokens
SKILL.md length
604 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph).

  • Works in 4 steps: Outline first — get the structure → Identify relevant sections — based on… → ReadGraph one section at a time — read… → …
  • The user asks to add
  • SKILL.md covers Node Graph API, Reading Strategy, Section Types and Text Format, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unreal Blueprint Editing is an agent skill from Italink/UnrealClientProtocol. Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire Blueprint nodes, create/modify functions, events, or variables in a Blueprint graph.

Its SKILL.md is about 1.7k 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, covering Game development. The repository describes itself as: Lightweight UE5 plugin that exposes Unreal Engine's reflection system over TCP+JSON — let AI agents call UFunctions, read/write UProperties, and inspect any UObject in a running… The licence is MIT.

When your agent uses it

  • The user asks to add
  • Rewire Blueprint nodes
  • Create/modify functions
  • Variables in a Blueprint graph

Example prompts

  • “/unreal-blueprint-editing”

Workflow steps

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

  1. Outline first — get the structure
  2. Identify relevant sections — based on the task, pick only what you need
  3. ReadGraph one section at a time — read only what you need
  4. Summarize before reading more — decide if you need more context

What it can do on your machine

Read from SKILL.md and the folder at commit 7f0a56e. 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

Unreal Blueprint Editing loads about 1.7k tokens when it runs. Until then it costs about 55 tokens; SKILL.md has 604 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~55
When it runs · the whole SKILL.md, loaded when a task matches
~1.7k

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 Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 604 words, ~1,732 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-blueprint-editing/SKILL.md (or your agent's skills folder).
name
unreal-blueprint-editing
description
Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire Blueprint nodes, create/modify functions, events, or variables in a Blueprint graph.

Blueprint Editing

Edit Blueprint node graphs via a text-based representation. For setting object properties on the Blueprint asset itself, use the unreal-object-operation skill.

Prerequisite: UE editor running with UCP plugin enabled.

Node Graph API

CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary

FunctionParamsDescription
OutlineAssetPathReturns available sections (EventGraph, Function:Name, Macro:Name, Variables)
ReadGraphAssetPath, SectionReturns text representation. Empty Section = all sections.
WriteGraphAssetPath, Section, GraphTextOverwrite section. Empty GraphText = delete section. Auto-recompiles.

Reading Strategy

CRITICAL: Never read all sections at once. Blueprints can have dozens of functions/macros.

  1. Outline first — get the structure
  2. Identify relevant sections — based on the task, pick only what you need
  3. ReadGraph one section at a time — read only what you need
  4. Summarize before reading more — decide if you need more context

Section Types

Section FormatDescription
EventGraphMain event graph
Function:<Name>A function graph
Macro:<Name>A macro graph
VariablesBlueprint variable definitions

Names with spaces use underscores: Function:My_Function.

Text Format

[Function:CalculateDamage]

N_2kVm4xRp8bNw6yLq0dJs FunctionEntry
  > then -> N_8nQz4tJi0rAj7mRd3sFg.execute

N_9aEo3jXv2hQy8bFt4iLw VariableGet:BaseDamage
  > -> N_7tHn5cWs1fPx6zMr0gKu.A

N_5fIr7mBz3kTb1eJw9lOa VariableGet:DamageMultiplier
  > -> N_7tHn5cWs1fPx6zMr0gKu.B

N_7tHn5cWs1fPx6zMr0gKu CallFunction:KismetMathLibrary.Multiply_FloatFloat
  > ReturnValue -> N_0hKt8nDc5lUd2gLx6mPb.Value

N_0hKt8nDc5lUd2gLx6mPb CallFunction:KismetMathLibrary.FClamp {pin.Min:0, pin.Max:9999}
  > ReturnValue -> N_8nQz4tJi0rAj7mRd3sFg.ReturnValue

N_8nQz4tJi0rAj7mRd3sFg FunctionResult
Nodes
  • N_<id>: node reference ID. Two forms:
    • Existing nodes: N_<base62> — a 22-character Base62-encoded GUID (e.g. N_2kVm4xRp8bNw6yLq0dJs). ReadGraph always outputs this form. Preserve these IDs when writing back.
    • New nodes: N_new<int> — temporary ID for nodes you are creating (e.g. N_new0, N_new1). The system assigns a real GUID after WriteGraph.
  • <ClassName>: semantic encoding (see below) or raw UE class name
  • {...}: non-default properties, single line. Omit braces if none.
ClassName Encoding
Text FormatUE Node TypeExample
CallFunction:<Class>.<Func>UK2Node_CallFunction (external)CallFunction:KismetSystemLibrary.PrintString
CallFunction:<Func>UK2Node_CallFunction (self)CallFunction:MyBlueprintFunction
VariableGet:<Var>UK2Node_VariableGetVariableGet:Health
VariableSet:<Var>UK2Node_VariableSetVariableSet:Health
CustomEvent:<Name>UK2Node_CustomEventCustomEvent:OnDamageReceived
Event:<Name>UK2Node_EventEvent:ReceiveBeginPlay
FunctionEntryUK2Node_FunctionEntry(auto-generated, cannot create/delete)
FunctionResultUK2Node_FunctionResult(auto-generated, cannot create/delete)

Other node types use their raw class name (e.g. K2Node_IfThenElse, K2Node_ForEachLoop).

Connections

Output connections from the owning node, indented with >:

  > OutputPin -> N_<target>.InputPin    # output to target
  > OutputPin -> [GraphOutput]          # output to graph output
  > -> N_<target>.InputPin              # single-output node (omit pin name)

Pin names match UE's internal PinName. Common exec pins: execute, then.

Properties

Properties serialized in {...} via UE reflection. Pin default values use pin.<PinName> prefix.

Example: {pin.InString:"Hello World", pin.Duration:5.0}

Variables Section

[Variables]
Health: {"PinCategory":"real", "PinSubCategory":"double", "DefaultValue":"100.0"}
bIsAlive: {"PinCategory":"bool", "DefaultValue":"true"}
TargetActor: {"PinCategory":"object", "PinSubCategoryObject":"/Script/Engine.Actor"}
DamageHistory: {"PinCategory":"real", "PinSubCategory":"double", "ContainerType":"Array"}

Fields map directly to FEdGraphPinType reflection fields. Optional: "Replicated":true, "Category":"MyCategory".

The [Variables] section uses full overwrite semantics:

  • Variables in the text that don't exist in the Blueprint are created.
  • Variables in the text that already exist are updated (type, default value, replicated flag, category).
  • Variables in the Blueprint but not in the text are deleted.

Always ReadGraph("Variables") first and include all variables you want to keep.

Show full SKILL.md (229 more words)Show less

Creating / Deleting Sections

  • Create function: WriteGraph(AssetPath, "Function:NewFunc", graphText) — if the function doesn't exist, it's created automatically
  • Delete function: WriteGraph(AssetPath, "Function:OldFunc", "") — empty text deletes the section
  • Same for Macros

Pseudocode Translation

CRITICAL: After ReadGraph, translate the NodeCode into pseudocode before making changes. NodeCode describes structure (nodes, properties, connections), not logic. You must reconstruct the logic to avoid breaking it.

Workflow
  1. ReadGraph — get NodeCode text
  2. Translate to pseudocode — trace exec flow from entry nodes, resolve data flow into expressions
  3. Reason about the change — use pseudocode to understand what needs to change
  4. Edit the NodeCode — make structural changes with full understanding of the logic
  5. WriteGraph — apply

Key Rules

  1. Read on-demand, not all at once. Outline first, then ReadGraph only the sections you need.
  2. Translate to pseudocode after reading — understand the logic before editing.
  3. Preserve node IDs — existing nodes have N_<base62> IDs that encode their GUID. Always keep them unchanged when writing back. Use N_new<int> only for genuinely new nodes.
  4. ReadGraph before WriteGraph — always read the target section before writing.
  5. FunctionEntry and FunctionResult cannot be created or deleted.
  6. All operations support Undo (Ctrl+Z).
  7. Incremental diff — only changed nodes/connections are modified.

Error Handling

  • Check diff object in response: nodes_added, nodes_removed, nodes_modified, links_added, links_removed.
  • Property errors: "Property not found: ..." or "Failed to import ...".
  • Pin errors: "Pin not found: ...".
  • Re-read after write if unsure.

© Italink, 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 Skills/unreal-blueprint-editing of Italink/UnrealClientProtocol.

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

Unreal Blueprint Editing 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.

Unreal Blueprint Editing compared with similar skills
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Unreal Blueprint Editing this skillItalink/UnrealClientProtocol127—~1.7kAutomated safety check: PassMIT
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2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Dev StoryDonchitos/Claude-Code-Game-Studios26k—~2.4kAutomated safety check: NotesMIT

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Questions about Unreal Blueprint Editing

What does Unreal Blueprint Editing do?

Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph). Unreal Blueprint Editing is an agent skill from Italink/UnrealClientProtocol. Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph).

When should I use Unreal Blueprint Editing?

Unreal Blueprint Editing fits situations like: the user asks to add; rewire Blueprint nodes; create/modify functions; variables in a Blueprint graph.

How do I install Unreal Blueprint Editing in Claude Code?

Run `npx skills add Italink/UnrealClientProtocol --skill unreal-blueprint-editing -a claude-code`. Or copy the skill folder (Skills/unreal-blueprint-editing in Italink/UnrealClientProtocol) into .claude/skills/unreal-blueprint-editing in your project. Claude Code loads it when a task matches its description.

How do I install Unreal Blueprint Editing in Codex?

Run `npx skills add Italink/UnrealClientProtocol --skill unreal-blueprint-editing -a codex`. Or copy the skill folder (Skills/unreal-blueprint-editing in Italink/UnrealClientProtocol) into .agents/skills/unreal-blueprint-editing in your project. Codex loads it when a task matches its description.

Can I use Unreal Blueprint Editing 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 Italink/UnrealClientProtocol --skill unreal-blueprint-editing -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unreal-blueprint-editing, .gemini/skills/unreal-blueprint-editing, .github/skills/unreal-blueprint-editing and .opencode/skills/unreal-blueprint-editing in your project.

What does Unreal Blueprint Editing need to run?

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

Does Unreal Blueprint Editing 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 Unreal Blueprint Editing 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 Unreal Blueprint Editing use?

Unreal Blueprint Editing 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 Unreal Blueprint Editing use?

About 1.7k tokens (SKILL.md is roughly 6.9k 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 Unreal Blueprint Editing?

Skills that share tags, products or a category with Unreal Blueprint Editing: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Blueprint Editing?

Italink (a GitHub user) maintains it in Italink/UnrealClientProtocol, which has 127 GitHub stars. The repository holds 24 skills in this directory. The repository was last updated on August 28, 2026.

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