Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Edit UE material node graphs and properties via text (ReadGraph/WriteGraph).
$ npx skills add Italink/UnrealClientProtocol --skill unreal-material-editing -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-material-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-material-editing .claude/skills/unreal-material-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-material-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-material-editing into .claude/skills/unreal-material-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-material-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-material-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-material-editing -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-material-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-material-editing .agents/skills/unreal-material-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-material-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-material-editing into .agents/skills/unreal-material-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-material-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-material-editing -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-material-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-material-editing .cursor/skills/unreal-material-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-material-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-material-editing into .cursor/skills/unreal-material-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-material-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-material-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-material-editing -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-material-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-material-editing .gemini/skills/unreal-material-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-material-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-material-editing into .gemini/skills/unreal-material-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-material-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-material-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-material-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-material-editing .github/skills/unreal-material-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-material-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-material-editing into .github/skills/unreal-material-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-material-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-material-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-material-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-material-editing .opencode/skills/unreal-material-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-material-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-material-editing into .opencode/skills/unreal-material-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-material-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-material-editingEdit UE material node graphs and properties via text (ReadGraph/WriteGraph).
Unreal Material Editing is an agent skill from Italink/UnrealClientProtocol. Edit UE material node graphs and properties via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire material expression nodes, or change material properties like ShadingModel or BlendMode.
Its SKILL.md is about 4.2k 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.
6 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 (its code samples are hlsl).
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 Material Editing loads about 4.2k tokens when it runs. Until then it costs about 60 tokens; SKILL.md has 1,437 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). 1,437 words, ~4,209 tokens.
.claude/skills/unreal-material-editing/SKILL.md (or your agent's skills folder).Material editing covers both material properties (ShadingModel, BlendMode, etc.) via the [Properties] section, and node graph (expression nodes and connections) via the [Material] section. Both use the same unified API.
Prerequisite: UE editor running with UCP plugin enabled.
CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary
| Function | Params | Description |
|---|---|---|
Outline | AssetPath | Returns available sections (Properties, Material, Composite:Name) |
ReadGraph | AssetPath, Section | Returns text. Empty Section = all. "Material" = main graph only. |
WriteGraph | AssetPath, Section, GraphText | Overwrite section. Auto-recompiles, relayouts, refreshes editor. |
Use the [Properties] section to read/write material-level settings:
[Properties]
ShadingModel: MSM_DefaultLit
BlendMode: BLEND_Opaque
TwoSided: true
OpacityMaskClipValue: 0.333Common properties:
| Property | Example Values |
|---|---|
ShadingModel | MSM_DefaultLit, MSM_Unlit, MSM_Subsurface, MSM_ClearCoat |
BlendMode | BLEND_Opaque, BLEND_Masked, BLEND_Translucent, BLEND_Additive |
MaterialDomain | MD_Surface, MD_DeferredDecal, MD_LightFunction, MD_PostProcess, MD_UI |
TwoSided | true, false |
Read with ReadGraph(AssetPath, "Properties"), write with WriteGraph(AssetPath, "Properties", text).
| Section | Description |
|---|---|
[Properties] | Material-level properties (ShadingModel, BlendMode, etc.) |
[Material] | Complete main graph — all non-composite nodes, read/write as one unit |
[Composite:Name] | Composite subgraph (physically isolated) |
The [Material] section contains the entire main graph. Output pins are expressed as graph output connections: > RGB -> [BaseColor].
[Material]
N_4kVm2xRp8bNw3yLq9dJs MaterialExpressionTextureSample {Texture:"/Game/Textures/T_Wood_BC"}
> RGB -> [BaseColor]
> A -> N_7tHn5cWs1fPx6zMr0gKu.A
N_9aEo3jXv2hQy8bFt4iLw MaterialExpressionScalarParameter {ParameterName:"Roughness", DefaultValue:0.5}
> -> N_7tHn5cWs1fPx6zMr0gKu.B
N_2dGq6lZx4jSa0cHv8kNy MaterialExpressionVectorParameter {ParameterName:"EmissiveColor", DefaultValue:{"R":1,"G":0.5,"B":0}}
> -> N_5fIr7mBz3kTb1eJw9lOa.A
N_7tHn5cWs1fPx6zMr0gKu MaterialExpressionMultiply
> -> [Roughness]
N_5fIr7mBz3kTb1eJw9lOa MaterialExpressionMultiply
> -> [EmissiveColor]
N_0hKt8nDc5lUd2gLx6mPb MaterialExpressionConstant {R:5.0}
> -> N_5fIr7mBz3kTb1eJw9lOa.B
N_3jMv0pFe7nWf4iNz8oCd MaterialExpressionTextureSample {Texture:"/Game/Textures/T_Wood_N"}
> -> [Normal]
N_6lOx2rHg9pYh5kPb1qEf MaterialExpressionTime
> -> N_8nQz4tJi0rAj7mRd3sFg.A
N_8nQz4tJi0rAj7mRd3sFg MaterialExpressionSine {Period:6.283185}
> -> N_1pSb6vLk2tCl9oTf5uGh.B
N_1pSb6vLk2tCl9oTf5uGh MaterialExpressionMultiply
> -> [WorldPositionOffset]
N_4rUd8xNm3vEn0qVh7wIj MaterialExpressionWorldPosition
> -> N_1pSb6vLk2tCl9oTf5uGh.ANote how Time and WorldPosition — source-only nodes with no inputs — both have > -> lines. Without these lines they would be deleted as orphans.
N_<id>: node reference ID. Two forms:N_<base62> — a 22-character Base62-encoded GUID (e.g. N_4kVm2xRp8bNw3yLq9dJs). ReadGraph always outputs this form. Preserve these IDs when writing back — they are the node's stable identity.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>: UMaterialExpression class name (e.g. MaterialExpressionMultiply, MaterialExpressionConstant3Vector){...}: non-default properties, single lineConnections are declared on the source (output) node only. Each > line under a node declares where that node's output goes. There is no "reverse" declaration — if a node has no > lines, it has no outgoing connections.
> OutputPin -> N_<target>.InputPin # named output to named input
> OutputPin -> [GraphOutput] # named output to material output
> -> N_<target>.InputPin # single-output node to named input
> -> N_<target> # single-output to single-input (both omitted)CRITICAL — Orphan cleanup: After WriteGraph, any node not reachable from the material output pins is automatically deleted as an orphan. This means:
[GraphOutput]. If you create a node but forget to write its > -> output connections, it will be silently deleted.Time, ScreenPosition, ViewSize, TexCoord, WorldPosition, CameraPositionWS, VertexColor, constants) are especially prone to this. They must have > -> lines connecting their output to downstream nodes.Some nodes have multiple named outputs. Use the output name before ->:
| Node | Outputs |
|---|---|
MaterialExpressionScreenPosition | ViewportUV (float2, index 0), PixelPosition (float2, index 1) |
MaterialExpressionTextureSample | RGB, R, G, B, A, RGBA |
MaterialExpressionWorldPosition | (single output, omit name) |
MaterialExpressionViewSize | (single output float2, omit name) |
Example — ScreenPosition with named output:
N_4kVm2xRp8bNw3yLq9dJs MaterialExpressionScreenPosition
> ViewportUV -> N_7tHn5cWs1fPx6zMr0gKu.A| Node Type | Input Pins |
|---|---|
Single-input nodes (Sine, Cosine, Tangent, Abs, OneMinus, Frac, Floor, Ceil, Saturate, SquareRoot, Length, Normalize) | Input (can be omitted) |
ComponentMask | Input (can be omitted) |
Binary math (Multiply, Add, Subtract, Divide) | A, B |
Power | Base, Exponent |
DotProduct, CrossProduct, Distance | A, B |
AppendVector | A, B |
LinearInterpolate | A, B, Alpha |
Clamp | Input, Min, Max |
If | A, B, AGreaterThanB, AEqualsB, ALessThanB |
Arctangent2Fast | Y, X |
Material output pins are expressed as [PinName]:
> RGB -> [BaseColor]
> -> [Roughness]
> -> [Normal]
> -> [EmissiveColor]
> -> [Opacity]
> -> [OpacityMask]
> -> [Metallic]
> -> [WorldPositionOffset]Source-only nodes (no inputs — must always have > -> output lines or they will be deleted as orphans):
| ClassName | Output | Description |
|---|---|---|
MaterialExpressionConstant | float1 | Float constant (property: R) |
MaterialExpressionConstant2Vector | float2 | Vector2 constant |
MaterialExpressionConstant3Vector | float3 | Vector3 constant (property: Constant:(R=,G=,B=,A=)) |
MaterialExpressionConstant4Vector | float4 | Vector4 constant |
MaterialExpressionScalarParameter | float1 | Float parameter |
MaterialExpressionVectorParameter | float3 | Vector parameter |
MaterialExpressionTexCoord | float2 | Texture coordinates |
MaterialExpressionTime | float1 | Time value |
MaterialExpressionScreenPosition | float2 × 2 | Outputs: ViewportUV, PixelPosition |
MaterialExpressionViewSize | float2 | Viewport resolution in pixels |
MaterialExpressionWorldPosition | float3 | World position |
MaterialExpressionVertexColor | float4 | Vertex color (outputs: R, G, B, A, RGB) |
MaterialExpressionCameraPositionWS | float3 | Camera position |
MaterialExpressionTextureObject | Texture | Texture reference |
Texture sampling:
| ClassName | Description |
|---|---|
MaterialExpressionTextureSample | Sample a texture (outputs: RGB, R, G, B, A, RGBA) |
MaterialExpressionTextureSampleParameter2D | Texture parameter |
Math — binary:
| ClassName | Inputs | Unconnected-default properties | Description |
|---|---|---|---|
MaterialExpressionMultiply | A, B | ConstA, ConstB (float) | A * B |
MaterialExpressionAdd | A, B | ConstA, ConstB (float) | A + B |
MaterialExpressionSubtract | A, B | ConstA, ConstB (float) | A - B |
MaterialExpressionDivide | A, B | ConstA, ConstB (float) | A / B |
MaterialExpressionPower | Base, Exponent | ConstExponent (float) | Base ^ Exponent |
MaterialExpressionDotProduct | A, B | (none) | Dot(A, B) → float1 |
MaterialExpressionCrossProduct | A, B | (none) | Cross(A, B) → float3 |
MaterialExpressionDistance | A, B | (none) | Distance(A, B) → float1 |
MaterialExpressionAppendVector | A, B | (none — both inputs required) | Append(A, B) — concatenates dimensions. Max output is float4. float1+float1→float2, float2+float2→float4. float3+float2 or larger FAILS. |
ConstA/ConstB are only available on the four basic arithmetic nodes (Multiply, Add, Subtract, Divide). They provide a scalar fallback when the corresponding input pin is unconnected. All other binary nodes require explicit input connections — use a MaterialExpressionConstant node to supply fixed values.
Math — unary (input: Input, can be omitted in connection):
| ClassName | Description |
|---|---|
MaterialExpressionOneMinus | 1 - X |
MaterialExpressionAbs | Absolute value |
MaterialExpressionNormalize | Normalize → same dimension |
MaterialExpressionLength | Length → float1 |
MaterialExpressionSquareRoot | sqrt |
MaterialExpressionFrac | Fractional part |
MaterialExpressionFloor | Floor |
MaterialExpressionCeil | Ceiling |
MaterialExpressionSaturate | Clamp to 0-1 |
Trig (input: Input; Period property: default 1 maps input range [0,1] to one full cycle. WARNING: Period:0 is BROKEN — it injects a float4 multiply that corrupts dimensions. For raw radians use Period:6.283185 (= 2π), which maps [0, 2π] to one full cycle):
| ClassName | Description |
|---|---|
MaterialExpressionSine | sin |
MaterialExpressionCosine | cos |
MaterialExpressionTangent | tan |
MaterialExpressionArctangent2Fast | atan2(Y, X) — inputs: Y, X |
Interpolation & logic:
| ClassName | Description |
|---|---|
MaterialExpressionLinearInterpolate | Lerp(A, B, Alpha) |
MaterialExpressionClamp | Clamp(Input, Min, Max) |
MaterialExpressionIf | If(A, B, AGreaterThanB, AEqualsB, ALessThanB) |
MaterialExpressionStaticSwitchParameter | Static bool parameter |
Channel operations:
| ClassName | Description |
|---|---|
MaterialExpressionComponentMask | Mask channels (properties: R, G, B, A booleans) |
Other:
| ClassName | Description |
|---|---|
MaterialExpressionPanner | UV panning |
MaterialExpressionTransform | Transform vector between spaces |
MaterialExpressionCustom | Custom HLSL code |
MaterialExpressionMaterialFunctionCall | Call a material function |
MaterialExpressionSetMaterialAttributes | Set material attributes |
For MaterialExpressionCustom, the Code property contains HLSL and InputNames defines custom inputs:
N_new0 MaterialExpressionCustom {Code:"float3 result = Input1 * Input2;\nreturn result;", OutputType:CMOT_Float3, InputNames:["A","B"]}UE's Custom node does support function definitions — wrap them inside a struct. Direct top-level function definitions (float Foo(){...}) are rejected by the compiler, but struct member functions work:
struct MyHelpers
{
float Hash(float t)
{
return frac(sin(t * 613.2) * 614.8);
}
float2 Hash2D(float t)
{
return float2(
frac(sin(t * 213.3) * 314.8) - 0.5,
frac(sin(t * 591.1) * 647.2) - 0.5
);
}
float3 Compute(float2 uv, float time)
{
float h = Hash(time);
float2 offset = Hash2D(time);
return float3(uv + offset, h);
}
} Helpers; // <-- instance name after closing brace
return Helpers.Compute(UV, Time); // call via instanceKey rules:
struct with all helper functions as member methods.} InstanceName;InstanceName.FunctionName(args).#define macros — they support proper scoping, recursion-free multi-line logic, and the compiler gives better error messages.Material instance parameter editing uses SetObjectProperty from the unreal-object-operation skill, not NodeCode. NodeCode is for editing the parent material's node graph.
N_<base62> IDs that encode their GUID. Always keep them unchanged when writing back. Use N_new<int> only for genuinely new nodes.[Material] is the complete main graph — no per-output-pin splitting.> -> lines that aren't reachable from material outputs will be deleted as orphans. This is especially important for source-only nodes (constants, Time, ScreenPosition, ViewSize, etc.).> -> lines under it. There is no way to declare an incoming connection on the target side.float1 op floatN → floatN). AppendVector concatenates dimensions with a max of float4. ComponentMask reduces dimensions. DotProduct and Length always output float1. When building complex graphs, mentally track the dimension at each node to avoid overflow at AppendVector. See the Dimension Rules section below.N_<id> referenced in > -> connection lines must be defined as a node line in the same graph. Referencing an undefined ID will silently drop that connection.Sine, Cosine, Abs, Saturate, OneMinus, ComponentMask, Length, etc.) use Input as their pin name or omit it entirely. NEVER use .A or .B for single-input nodes — those names only exist on binary nodes (Multiply, Add, DotProduct, etc.).UE material compiler enforces strict dimension rules. Track the float-width through your node chain:
| Operation | Output dimension |
|---|---|
Multiply/Add/Subtract/Divide(floatN, floatN) | floatN |
Multiply/Add/Subtract/Divide(float1, floatN) | floatN (broadcast) |
AppendVector(floatA, floatB) | float(A+B), max float4 |
ComponentMask with K channels enabled | floatK |
DotProduct(floatN, floatN) | float1 |
CrossProduct(float3, float3) | float3 |
Length(floatN) | float1 |
Distance(floatN, floatN) | float1 |
Normalize(floatN) | floatN |
Sine/Cosine/Tangent(floatN) | floatN |
Abs/OneMinus/Saturate/Frac/Floor/Ceil(floatN) | floatN |
Arctangent2Fast(float1, float1) | float1 |
Common pitfall: passing a float2 through Multiply(float2, float2) still yields float2, but then AppendVector(float2, float2) yields float4. Another AppendVector with that float4 will fail to compile.
diff object in response for changes applied."Unknown expression class: ..."."Input 'X' not found on N_... (ClassName). Available: [...]".© 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-material-editing of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
Unreal Material 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 Material Editing this skillItalink/UnrealClientProtocol | 127 | — | ~4.2k | 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
Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph).
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.
Categories
Edit UE material node graphs and properties via text (ReadGraph/WriteGraph). Unreal Material Editing is an agent skill from Italink/UnrealClientProtocol. Edit UE material node graphs and properties via text (ReadGraph/WriteGraph).
Unreal Material Editing fits situations like: the user asks to add; rewire material expression nodes; change material properties like ShadingModel.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-material-editing -a claude-code`. Or copy the skill folder (Skills/unreal-material-editing in Italink/UnrealClientProtocol) into .claude/skills/unreal-material-editing in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-material-editing -a codex`. Or copy the skill folder (Skills/unreal-material-editing in Italink/UnrealClientProtocol) into .agents/skills/unreal-material-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-material-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-material-editing, .gemini/skills/unreal-material-editing, .github/skills/unreal-material-editing and .opencode/skills/unreal-material-editing in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Material 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 Material 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 4.2k tokens (SKILL.md is roughly 17k 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 Material 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.