Install the "unreal-large-blueprint-analysis" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-large-blueprint-analysis into .claude/skills/unreal-large-blueprint-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-large-blueprint-analysis", 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.
Type 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.
skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-large-blueprint-analysis -a codex
Project install goes to .agents/skills/; add -g for ~/.codex/skills/.
Install the "unreal-large-blueprint-analysis" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-large-blueprint-analysis into .agents/skills/unreal-large-blueprint-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-large-blueprint-analysis", 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.
skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-large-blueprint-analysis -a cursor
Project install goes to .agents/skills/; add -g for ~/.cursor/skills/.
Install the "unreal-large-blueprint-analysis" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-large-blueprint-analysis into .cursor/skills/unreal-large-blueprint-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-large-blueprint-analysis", 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.
--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-large-blueprint-analysis -a gemini-cli
Project install goes to .agents/skills/; add -g for ~/.gemini/skills/.
Install the "unreal-large-blueprint-analysis" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-large-blueprint-analysis into .gemini/skills/unreal-large-blueprint-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-large-blueprint-analysis", 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.
Installs 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).
skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-large-blueprint-analysis -a github-copilot
Project install goes to .agents/skills/; add -g for ~/.copilot/skills/.
Install the "unreal-large-blueprint-analysis" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-large-blueprint-analysis into .github/skills/unreal-large-blueprint-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-large-blueprint-analysis", 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.
skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-large-blueprint-analysis -a opencode
OpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
Install the "unreal-large-blueprint-analysis" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-large-blueprint-analysis into .opencode/skills/unreal-large-blueprint-analysis/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-large-blueprint-analysis", 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.
Facts
Skill name
unreal-large-blueprint-analysis
GitHub stars
127
Token cost
~2.6k tokens
SKILL.md length
1,072 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT
At a glance
Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets.
Works in 4 steps: Inventory → Systematic Reading → Translation → …
The user asks to convert a Blueprint to C++
SKILL.md covers Why This Skill Exists, Phase 1 — Inventory, Phase 2 — Systematic Reading and Phase 3 — Translation, plus 2 more sections
Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
What it does
Unreal Large Blueprint Analysis is an agent skill from Italink/UnrealClientProtocol. Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets. Use when the user asks to convert a Blueprint to C++, audit a complex Blueprint, or understand a large Blueprint's full logic.
Its SKILL.md is about 2.6k 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 and Translation. It works with C++. 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 convert a Blueprint to C++
Audit a complex Blueprint
Understand a large Blueprints full logic
Example prompts
“/unreal-large-blueprint-analysis”
Workflow steps
4 steps, taken from the step headings 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.
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 (its code samples are json).
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 Large Blueprint Analysis loads about 2.6k tokens when it runs. Until then it costs about 65 tokens; SKILL.md has 1,072 words of instructions outside code blocks.
Always· name and description, kept in context so the agent knows when to use it
~65
When it runs· the whole SKILL.md, loaded when a task matches
~2.6k
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.
Download SKILL.mdSave it as .claude/skills/unreal-large-blueprint-analysis/SKILL.md (or your agent's skills folder).
name
unreal-large-blueprint-analysis
description
Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets. Use when the user asks to convert a Blueprint to C++, audit a complex Blueprint, or understand a large Blueprint's full logic.
Large Blueprint Analysis
Systematic strategy for reading, understanding, and translating large Blueprints (10+ sections, 100+ nodes). Builds on the unreal-blueprint-editing and unreal-object-operation skills.
Prerequisite: UE editor running with UCP plugin enabled. Read the unreal-blueprint-editing skill first for API details.
Why This Skill Exists
Large Blueprints can have 40+ sections and 1000+ nodes. A single ReadGraph call for the EventGraph alone can return 100KB+ of text. Naive approaches fail because:
Reading all sections at once exceeds context window limits
Skipping sections and "guessing" from general knowledge produces inaccurate code
Unstructured reading leads to missed dependencies between functions
Phase 1 — Inventory
Get the complete structure before reading any graph content.
Use unreal-object-operation skill's DescribeObject to get all UPROPERTY variables on the Blueprint's CDO. This reveals the full state model — every variable the Blueprint uses.
The CDO path for a Blueprint class MyBlueprint_C in package /Game/BP/MyBlueprint is:
/Game/BP/MyBlueprint.Default__MyBlueprint_C
Step 1.3: Build a section dependency map
Before reading graph content, infer dependencies from section names:
Function:Initialize likely calls Function:SetupRT, Function:SetCaptureMesh, etc.
EventGraph likely calls most functions and responds to UI events
Macros are called by functions — read the caller first, then the macro when you encounter it
Phase 2 — Systematic Reading
Rule: Read sections in dependency order, not alphabetical order. Process each section completely before moving to the next.
Reading strategy
Read one section at a time — keep output manageable
Start with entry points — EventGraph first, then Construct/PreConstruct
Follow the call chain — when a section calls Function:Foo, queue Function:Foo for reading
Use a SubAgent for each section's pseudocode translation — see below
Use SubAgents for pseudocode translation
For each section you read, launch a SubAgent to translate the NodeCode into pseudocode. This is critical for large Blueprints because:
Raw NodeCode for a 50-node function easily fills 5KB+ of text — it will crowd out your reasoning context
SubAgent processes the NodeCode in isolation, returns a compact pseudocode summary
You keep only the pseudocode in your main context, staying focused on the big picture
SubAgent prompt template:
Translate the following Blueprint NodeCode into pseudocode. Trace execution flow from entry nodes, resolve all data dependencies into inline expressions.
(paste the ReadGraph output here)
Return:
Pseudocode (one line per statement, with comments for non-obvious logic)
Summary: what this section does, what variables it reads/writes, what functions it calls
Workflow per section:
ReadGraph → get NodeCode
Launch SubAgent with the NodeCode → get pseudocode back
Record the pseudocode summary in your main context
If a single section's ReadGraph output exceeds ~50KB (e.g., a 200+ node EventGraph):
Read it alone (not batched with other sections)
If the Shell output is written to a file, split and read in chunks
Focus on extracting: node types, function calls, variable reads/writes, and link topology
For EventGraph specifically, identify all event handlers (Event:*, K2Node_ComponentBoundEvent) as separate logical blocks
Pseudocode translation
CRITICAL: After reading each section, immediately translate the NodeCode into pseudocode. This is the most important step — NodeCode describes structure, not logic. You must reconstruct the control flow and data flow to understand what the section actually does.
Find the entry node (FunctionEntry, Event, CustomEvent)
Follow then/execute exec links to build statement order
At each node, resolve data inputs by tracing backwards through data links
Collapse math/utility chains into inline expressions
Branch → if/else, ForEachLoop → for, Sequence → sequential blocks
Section summary format
After translating each section, record a summary like:
Unreal Large Blueprint Analysis 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 Large Blueprint Analysis compared with similar skills
Skill
Stars
Used in
Tokens
Auto-check
Licence
Repo updated
Unreal Large Blueprint Analysis this skillItalink/UnrealClientProtocol
Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.
Run a Godot/GDExtension finish pass over the current diff: enforce headless GDScript validation, public API docclasses coverage, docs/spec/sample/test synchronization, and registration or CMake…
Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition.
Reference for writing and debugging Unreal Engine 5.8 animation C++: AnimInstance and proxy, montages, notifies, curves, blend spaces, state machines, linked layers and root motion.
Picks and applies the right Unreal Engine C++ concurrency API, from UE::Tasks and FPipe to ParallelFor, FRunnable, locks and timers, with game-thread safety rules.
Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets. Unreal Large Blueprint Analysis is an agent skill from Italink/UnrealClientProtocol. Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets.
When should I use Unreal Large Blueprint Analysis?
Unreal Large Blueprint Analysis fits situations like: the user asks to convert a Blueprint to C++; audit a complex Blueprint; understand a large Blueprints full logic.
How do I install Unreal Large Blueprint Analysis in Claude Code?
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-large-blueprint-analysis -a claude-code`. Or copy the skill folder (Skills/unreal-large-blueprint-analysis in Italink/UnrealClientProtocol) into .claude/skills/unreal-large-blueprint-analysis in your project. Claude Code loads it when a task matches its description.
How do I install Unreal Large Blueprint Analysis in Codex?
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-large-blueprint-analysis -a codex`. Or copy the skill folder (Skills/unreal-large-blueprint-analysis in Italink/UnrealClientProtocol) into .agents/skills/unreal-large-blueprint-analysis in your project. Codex loads it when a task matches its description.
Can I use Unreal Large Blueprint Analysis 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-large-blueprint-analysis -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-large-blueprint-analysis, .gemini/skills/unreal-large-blueprint-analysis, .github/skills/unreal-large-blueprint-analysis and .opencode/skills/unreal-large-blueprint-analysis in your project.
What does Unreal Large Blueprint Analysis need to run?
SKILL.md names no scripts, command-line tools or credentials: Unreal Large Blueprint Analysis is instructions for the agent only.
Does Unreal Large Blueprint Analysis 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 Large Blueprint Analysis 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 Large Blueprint Analysis use?
Unreal Large Blueprint Analysis 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 Large Blueprint Analysis use?
About 2.6k tokens (SKILL.md is roughly 10k 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 Large Blueprint Analysis?
Skills that share tags, products or a category with Unreal Large Blueprint Analysis: Validate Gsdk (PlayFab/gsdk, 170 stars), Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 338 stars), Gdextension Hygiene (microsoft/XBOX-Godot-Sample, 237 stars) and Unreal Actor-Component Architecture (quodsoler/unreal-engine-skills, 362 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Who maintains Unreal Large Blueprint Analysis?
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.