Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph).
$ npx skills add Italink/UnrealClientProtocol --skill unreal-blueprint-editing -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-blueprint-editing --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "unreal-blueprint-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-blueprint-editing into .claude/skills/unreal-blueprint-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprint-editing", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-blueprint-editingType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-blueprint-editing -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-blueprint-editing --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Skills/unreal-blueprint-editing .agents/skills/unreal-blueprint-editing && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unreal-blueprint-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-blueprint-editing into .agents/skills/unreal-blueprint-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprint-editing", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-blueprint-editing -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-blueprint-editing --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Skills/unreal-blueprint-editing .cursor/skills/unreal-blueprint-editing && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unreal-blueprint-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-blueprint-editing into .cursor/skills/unreal-blueprint-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprint-editing", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Italink/UnrealClientProtocol.git --path Skills/unreal-blueprint-editing--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-blueprint-editing -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-blueprint-editing --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Skills/unreal-blueprint-editing .gemini/skills/unreal-blueprint-editing && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unreal-blueprint-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-blueprint-editing into .gemini/skills/unreal-blueprint-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprint-editing", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Italink/UnrealClientProtocol unreal-blueprint-editingInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Italink/UnrealClientProtocol --skill unreal-blueprint-editing -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .github/skills && cp -r skills-src/Skills/unreal-blueprint-editing .github/skills/unreal-blueprint-editing && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unreal-blueprint-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-blueprint-editing into .github/skills/unreal-blueprint-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprint-editing", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-blueprint-editing -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-blueprint-editing --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Skills/unreal-blueprint-editing .opencode/skills/unreal-blueprint-editing && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unreal-blueprint-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-blueprint-editing into .opencode/skills/unreal-blueprint-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprint-editing", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unreal-blueprint-editingEdit 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). 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.
4 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 7f0a56e. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 604 words, ~1,732 tokens.
.claude/skills/unreal-blueprint-editing/SKILL.md (or your agent's skills folder).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.
CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary
| Function | Params | Description |
|---|---|---|
Outline | AssetPath | Returns available sections (EventGraph, Function:Name, Macro:Name, Variables) |
ReadGraph | AssetPath, Section | Returns text representation. Empty Section = all sections. |
WriteGraph | AssetPath, Section, GraphText | Overwrite section. Empty GraphText = delete section. Auto-recompiles. |
CRITICAL: Never read all sections at once. Blueprints can have dozens of functions/macros.
| Section Format | Description |
|---|---|
EventGraph | Main event graph |
Function:<Name> | A function graph |
Macro:<Name> | A macro graph |
Variables | Blueprint variable definitions |
Names with spaces use underscores: Function:My_Function.
[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 FunctionResultN_<id>: node reference ID. Two forms:N_<base62> — a 22-character Base62-encoded GUID (e.g. N_2kVm4xRp8bNw6yLq0dJs). ReadGraph always outputs this form. Preserve these IDs when writing back.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.| Text Format | UE Node Type | Example |
|---|---|---|
CallFunction:<Class>.<Func> | UK2Node_CallFunction (external) | CallFunction:KismetSystemLibrary.PrintString |
CallFunction:<Func> | UK2Node_CallFunction (self) | CallFunction:MyBlueprintFunction |
VariableGet:<Var> | UK2Node_VariableGet | VariableGet:Health |
VariableSet:<Var> | UK2Node_VariableSet | VariableSet:Health |
CustomEvent:<Name> | UK2Node_CustomEvent | CustomEvent:OnDamageReceived |
Event:<Name> | UK2Node_Event | Event:ReceiveBeginPlay |
FunctionEntry | UK2Node_FunctionEntry | (auto-generated, cannot create/delete) |
FunctionResult | UK2Node_FunctionResult | (auto-generated, cannot create/delete) |
Other node types use their raw class name (e.g. K2Node_IfThenElse, K2Node_ForEachLoop).
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 serialized in {...} via UE reflection. Pin default values use pin.<PinName> prefix.
Example: {pin.InString:"Hello World", pin.Duration:5.0}
[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:
Always ReadGraph("Variables") first and include all variables you want to keep.
WriteGraph(AssetPath, "Function:NewFunc", graphText) — if the function doesn't exist, it's created automaticallyWriteGraph(AssetPath, "Function:OldFunc", "") — empty text deletes the sectionCRITICAL: 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.
N_<base62> IDs that encode their GUID. Always keep them unchanged when writing back. Use N_new<int> only for genuinely new nodes.diff object in response: nodes_added, nodes_removed, nodes_modified, links_added, links_removed."Property not found: ..." or "Failed to import ..."."Pin not found: ...".© Italink, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in Skills/unreal-blueprint-editing of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal Blueprint Editing this skillItalink/UnrealClientProtocol | 127 | — | ~1.7k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
Italink/UnrealClientProtocol
Interact with the running Unreal Engine editor via TCP bridge.
Italink/UnrealClientProtocol
Manage actors in UE levels via UCP. An agent skill from Italink/UnrealClientProtocol.
Italink/UnrealClientProtocol
Query and manage UE assets via UCP. An agent skill from Italink/UnrealClientProtocol.
Italink/UnrealClientProtocol
Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets.
Italink/UnrealClientProtocol
Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.
Italink/UnrealClientProtocol
Edit UE material node graphs and properties via text (ReadGraph/WriteGraph).
Categories
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).
Unreal Blueprint Editing fits situations like: the user asks to add; rewire Blueprint nodes; create/modify functions; variables in a Blueprint graph.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Unreal Blueprint Editing is instructions for the agent only.
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.
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.
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.
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.
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.
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.