Agent skill

Unreal Live Coding

by Italink in Italink/UnrealClientProtocol

Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.

MITAuto-check passedGame Development

Install Unreal Live Coding

skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-live-coding -a claude-code

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

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-live-coding --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-live-coding .claude/skills/unreal-live-coding && 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-live-coding
GitHub stars
127
Token cost
~1k tokens
SKILL.md length
359 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.

  • Works in 5 steps: UCP.py sends the Compile request → UE starts compilation and immediately… → UCP.py keeps the TCP connection open,… → …
  • Live Coding compilation via UCP
  • SKILL.md covers Custom Function Library, Common Patterns and Live Coding Limitations
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unreal Live Coding is an agent skill from Italink/UnrealClientProtocol. Trigger Live Coding compilation via UCP. Use when the user asks to recompile C++ code, trigger live coding, hot reload C++ changes, or check compilation status in Unreal Engine.

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, covering Game development. It works with C++ and Unreal Engine. 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

  • Live Coding compilation via UCP
  • The user asks to recompile C++ code
  • Trigger live coding
  • Hot reload C++ changes

Example prompts

  • “/unreal-live-coding”

Workflow steps

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

  1. UCP.py sends the Compile request
  2. UE starts compilation and immediately frees the game thread (no blocking)
  3. UCP.py keeps the TCP connection open, waiting for the response (no polling needed)
  4. When compilation finishes, UE pushes the result back to UCP.py
  5. UCP.py receives the result and returns it to the caller

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 and powershell).

    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 Live Coding loads about 1k tokens when it runs. Until then it costs about 49 tokens; SKILL.md has 359 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~49
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 Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 359 words, ~1,008 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-live-coding/SKILL.md (or your agent's skills folder).
name
unreal-live-coding
description
Trigger Live Coding compilation via UCP. Use when the user asks to recompile C++ code, trigger live coding, hot reload C++ changes, or check compilation status in Unreal Engine.

Unreal Live Coding

Trigger and manage Live Coding (runtime C++ recompilation) through UCP's call command. The Compile function uses deferred response — UCP.py will automatically wait for compilation to finish without blocking the UE editor or requiring polling.

Prerequisite: The unreal-client-protocol skill must be available, the UE editor must be running with UCP enabled, and Live Coding must be enabled in Editor Preferences (Windows only).

Custom Function Library

ULiveCodingOperationLibrary

CDO Path: /Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary

FunctionParamsReturnsDescription
Compile(none)FUCPDeferredResponseTrigger Live Coding compile. Response is deferred — UCP.py waits until compilation finishes, then receives the result.
IsCompiling(none)boolWhether a Live Coding compile is in progress
IsLiveCodingEnabled(none)boolWhether Live Coding is enabled for the current session
EnableLiveCodingbEnable (bool)boolEnable or disable Live Coding for the current session
Deferred Response

Compile returns FUCPDeferredResponse — a special UCP return type that enables non-blocking async execution:

  1. UCP.py sends the Compile request
  2. UE starts compilation and immediately frees the game thread (no blocking)
  3. UCP.py keeps the TCP connection open, waiting for the response (no polling needed)
  4. When compilation finishes, UE pushes the result back to UCP.py
  5. UCP.py receives the result and returns it to the caller

Important: Set UE_TIMEOUT environment variable to a larger value (e.g. 120) before calling Compile, as compilation may take longer than the default 30-second timeout:

powershell
$env:UE_TIMEOUT = "120"
Show full SKILL.md (136 more words)Show less
Examples

Trigger compilation (waits for completion):

json
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"Compile"}

Check if currently compiling:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"IsCompiling"}

Check if Live Coding is enabled:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"IsLiveCodingEnabled"}

Enable Live Coding:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"EnableLiveCoding","params":{"bEnable":true}}

Common Patterns

Edit C++ and recompile

After modifying .cpp files, trigger Live Coding to apply changes without restarting the editor:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"Compile"}

The response will contain {"status": "success"} when compilation succeeds.

Check availability before compiling
json
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"IsLiveCodingEnabled"}

If false, enable it first:

json
{"object":"/Script/UnrealClientProtocolEditor.Default__LiveCodingOperationLibrary","function":"EnableLiveCoding","params":{"bEnable":true}}

Live Coding Limitations

  • Windows only — Live Coding is not available on other platforms
  • Header file changes not supported — changes to UCLASS, USTRUCT, UENUM, UFUNCTION declarations, or any changes in header files require a full editor restart
  • Data layout changes — modifying struct/class member variables can cause crashes; only function body changes are safe
  • New classes — adding entirely new C++ classes may require a full rebuild
  • .cpp body changes only — the safest use case is modifying function implementations in .cpp files

© 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-live-coding of Italink/UnrealClientProtocol.

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

Unreal Live Coding 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 Live Coding compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Live Coding this skillItalink/UnrealClientProtocol127—~1kAutomated safety check: PassMIT
Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin332—~1.8kAutomated safety check: PassMIT
Unreal Actor-Component Architecturequodsoler/unreal-engine-skills360—~7.5kAutomated safety check: PassMIT
Unreal Engine Animation Systemquodsoler/unreal-engine-skills360—~7kAutomated safety check: PassMIT
Unreal Engine Async and Threadingquodsoler/unreal-engine-skills360—~8kAutomated safety check: PassMIT
Unreal Blueprint and C++ Interopquodsoler/unreal-engine-skills360—~7.8kAutomated safety check: PassMIT

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Questions about Unreal Live Coding

What does Unreal Live Coding do?

Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol. Unreal Live Coding is an agent skill from Italink/UnrealClientProtocol. Trigger Live Coding compilation via UCP.

When should I use Unreal Live Coding?

Unreal Live Coding fits situations like: live Coding compilation via UCP; the user asks to recompile C++ code; trigger live coding; hot reload C++ changes.

How do I install Unreal Live Coding in Claude Code?

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

How do I install Unreal Live Coding in Codex?

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

Can I use Unreal Live Coding 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-live-coding -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-live-coding, .gemini/skills/unreal-live-coding, .github/skills/unreal-live-coding and .opencode/skills/unreal-live-coding in your project.

What does Unreal Live Coding need to run?

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

Does Unreal Live Coding 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 Live Coding 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 Live Coding use?

Unreal Live Coding 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 Live Coding use?

About 1k tokens (SKILL.md is roughly 4k 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 Live Coding?

Skills that share tags, products or a category with Unreal Live Coding: Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 332 stars), Unreal Actor-Component Architecture (quodsoler/unreal-engine-skills, 360 stars), Unreal Engine Animation System (quodsoler/unreal-engine-skills, 360 stars) and Unreal Engine Async and Threading (quodsoler/unreal-engine-skills, 360 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Live Coding?

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.