Agent skill

Unreal Large Blueprint Analysis

by Italink in Italink/UnrealClientProtocol

Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets.

MITAuto-check passedGame Development

Install Unreal Large Blueprint Analysis

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

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

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-large-blueprint-analysis --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-large-blueprint-analysis .claude/skills/unreal-large-blueprint-analysis && 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-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.

  1. Inventory
  2. Systematic Reading
  3. Translation
  4. Verification

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 (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.

SKILL.md

The full file from Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 1,072 words, ~2,566 tokens.

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.

Step 1.1: List all sections
json
{"object":"/Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary","function":"Outline","params":{"AssetPath":"<asset_path>"}}

Record the full list. Categorize each section:

CategoryExamplesPriority
Entry pointsEventGraph, Event:Construct, Event:TickRead first
Core logicFunction:Initialize, Function:CaptureGridRead second
HelpersMacro:CheckAndCreateRT, Macro:DeriveAxesRead on-demand
UI-onlyMacro:UpdateProgress, Macro:CollapsedOrVisibleRead last
Step 1.2: Read the Blueprint's variables

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.

json
{"object":"/Script/UnrealClientProtocol.Default__ObjectOperationLibrary","function":"DescribeObject","params":{"ObjectPath":"<blueprint_default_object_path>"}}

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
  1. Read one section at a time — keep output manageable
  2. Start with entry points — EventGraph first, then Construct/PreConstruct
  3. Follow the call chain — when a section calls Function:Foo, queue Function:Foo for reading
  4. 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:

  1. Pseudocode (one line per statement, with comments for non-obvious logic)
  2. Summary: what this section does, what variables it reads/writes, what functions it calls

Workflow per section:

  1. ReadGraph → get NodeCode
  2. Launch SubAgent with the NodeCode → get pseudocode back
  3. Record the pseudocode summary in your main context
  4. Move to next section
Reading template

Read one section at a time:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary","function":"ReadGraph","params":{"AssetPath":"<path>","Section":"Function:Initialize"}}
Handling large outputs

If a single section's ReadGraph output exceeds ~50KB (e.g., a 200+ node EventGraph):

  1. Read it alone (not batched with other sections)
  2. If the Shell output is written to a file, split and read in chunks
  3. Focus on extracting: node types, function calls, variable reads/writes, and link topology
  4. 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.

  1. Find the entry node (FunctionEntry, Event, CustomEvent)
  2. Follow then/execute exec links to build statement order
  3. At each node, resolve data inputs by tracing backwards through data links
  4. Collapse math/utility chains into inline expressions
  5. Branch → if/else, ForEachLoop → for, Sequence → sequential blocks
Section summary format

After translating each section, record a summary like:

## Function:Initialize
- Pseudocode:
    if Orthographic:
        OrthoWidth = ObjectRadius * 2
        ProjectionType = Orthographic
    else:
        FOVAngle = Clamp(CameraFOV, 10, 170)
        ProjectionType = Perspective
    SceneCapture.TextureTarget = CreateRT(...)
    SetupShowOnlyList(SceneCapture, TargetMeshes)
    DynamicMesh.SetMaterial(0, CreateMID(BaseMaterial))
    ResetAllCaptureModes()
- Calls: SetupRTAndSaveList, SetCaptureMeshAndSizeInfo, SetupOctahedronLayout, ClearRenderTargets, CreateAndSetupMIDs, ResetAllCaptureModes
- Reads: SceneCaptureComponent2D, StaticMeshComponent, DynamicMeshComponent, CaptureUsingGBuffer, Orthographic, CameraDistance, ObjectRadius
- Writes: OrthoWidth, FOVAngle, ProjectionType, TextureTarget, CurrentMapIndex
- Nodes: 47

Phase 3 — Translation

When converting Blueprint to C++, follow these rules:

Show full SKILL.md (431 more words)Show less
Variable mapping
  1. All Blueprint variables → UPROPERTY members on a UObject or grouped into settings/state structs
  2. Blueprint enums (UserDefinedEnum) → C++ UENUM with different names to avoid conflicts
  3. Blueprint structs (UserDefinedStruct) → C++ USTRUCT with different names
  4. Local variables in functions → local C++ variables
Function mapping
Blueprint constructC++ equivalent
FunctionMember function
MacroPrivate helper function (inline the logic)
CustomEventMember function (called via delegate or directly)
Event:Construct / Event:TickOverride virtual functions
K2Node_ComponentBoundEventDelegate binding in initialization
Delay / SetTimerByEventFTimerManager::SetTimer
ForEachLoop macroRange-based for loop
Sequence nodeSequential statements
Branch nodeif/else
Select nodeTernary or switch
SwitchOnName/Enumswitch statement
Node-by-node translation

For each node in a section, translate directly:

Node textC++ code
CallFunction:KismetMathLibrary.Multiply_VectorFloatFVector Result = Vec * Scalar;
CallFunction:KismetRenderingLibrary.DrawMaterialToRenderTargetUKismetRenderingLibrary::DrawMaterialToRenderTarget(World, RT, MID);
CallFunction:KismetMaterialLibrary.SetVectorParameterValueUKismetMaterialLibrary::SetVectorParameterValue(World, MPC, Name, Value);
VariableGet:MyVarMyVar (member access)
VariableSet:MyVarMyVar = Value;
K2Node_IfThenElseif (Condition) { ... } else { ... }
K2Node_ForEachLoopfor (auto& Elem : Array) { ... }
K2Node_DynamicCastif (auto* Casted = Cast<TargetClass>(Obj)) { ... }
K2Node_Selfthis
Execution flow reconstruction

Links define the execution order. Reconstruct C++ control flow by:

  1. Find the entry node (FunctionEntry, Event, CustomEvent)
  2. Follow then/execute exec pins to build the statement sequence
  3. At Branch nodes, create if/else blocks
  4. At Sequence nodes, emit statements in order (then_0, then_1, ...)
  5. Data flow pins become variable assignments or inline expressions
Material / MPC references

When the Blueprint references content assets (materials, MPC, textures):

  1. Record every asset path referenced in node properties (e.g., pin.Collection:/Game/MPC/MyMPC.MyMPC)
  2. In C++, load these via LoadObject<T>(nullptr, TEXT("/Path/To/Asset")) or ConstructorHelpers::FObjectFinder
  3. If creating an independent plugin, copy the referenced assets and update all paths

Phase 4 — Verification

Completeness check

After translation, verify every section has been processed:

  1. Re-read the Outline output
  2. Check off each section against your C++ implementation
  3. Any unprocessed section = missing functionality
Compile and test
  1. Build with UBT using -Module=YourModule to isolate compilation
  2. Fix errors iteratively
  3. If UE editor is running, use UCP to test the C++ code at runtime

Anti-Patterns

Bad practiceWhy it failsCorrect approach
Read 4 sections, write all C++90% of logic is guessed, not translatedRead every section, translate each one
Read all 40 sections in one batchOutput too large, context overflowBatch 3-5 at a time
Skip macros ("they're just helpers")Macros contain critical logic (RT creation, mip chain, mesh saving)Read every macro that's called
Use general UE knowledge instead of reading the graphActual implementation may differ from standard patternsAlways read first, then translate what you see
Translate EventGraph as one monolithic functionEventGraph has many independent event handlersSplit each event handler into its own C++ function

© 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-large-blueprint-analysis of Italink/UnrealClientProtocol.

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

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
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Large Blueprint Analysis this skillItalink/UnrealClientProtocol127—~2.6kAutomated safety check: PassMIT
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Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin338—~1.8kAutomated safety check: PassMIT
Gdextension Hygienemicrosoft/XBOX-Godot-Sample237—~983Automated safety check: PassMIT
Unreal Actor-Component Architecturequodsoler/unreal-engine-skills362—~7.5kAutomated safety check: PassMIT
Unreal Engine Animation Systemquodsoler/unreal-engine-skills362—~7kAutomated safety check: PassMIT

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Works with

Questions about Unreal Large Blueprint Analysis

What does Unreal Large Blueprint Analysis do?

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.