Agent skill

Unreal Nodecode Common

by Italink in Italink/UnrealClientProtocol

Common rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget).

MITAuto-check passedGame Development

Install Unreal Nodecode Common

skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-nodecode-common -a claude-code

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

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-nodecode-common --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-nodecode-common .claude/skills/unreal-nodecode-common && 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-nodecode-common
GitHub stars
127
Token cost
~947 tokens
SKILL.md length
383 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

Common rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget).

  • Works in 6 steps: Preserve node IDs — existing nodes use… → ReadGraph before WriteGraph — always… → Undo support — all WriteGraph operations… → …
  • Tasks that involve Game development
  • SKILL.md covers API, Node ID Format, Connection Syntax (Graph… and Key Rules, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unreal Nodecode Common is an agent skill from Italink/UnrealClientProtocol. Common rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget). This is a reference skill — domain-specific skills (unreal-material-editing, unreal-blueprint-editing, etc.) should be used for actual operations.

Its SKILL.md is about 950 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.

When your agent uses it

  • Tasks that involve Game development

Example prompts

  • “/unreal-nodecode-common”

Workflow steps

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

  1. Preserve node IDs — existing nodes use N_ IDs that encode their GUID. Always keep them unchanged when writing back. Use N_new only for…
  2. ReadGraph before WriteGraph — always read first to understand the current state.
  3. Undo support — all WriteGraph operations are wrapped in transactions and support Ctrl+Z.
  4. Incremental diff — WriteGraph only modifies nodes/connections/properties that actually changed. Unchanged parts are left intact.
  5. Properties are additive, not resetting — WriteGraph only modifies properties that appear in {...}. Omitting a property does not reset it…
  6. Verify all node IDs before writing — every N_ referenced in > -> connection lines must be defined as a node in the same graph. Referencing…

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.

    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 Nodecode Common loads about 947 tokens when it runs. Until then it costs about 68 tokens; SKILL.md has 383 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~68
When it runs · the whole SKILL.md, loaded when a task matches
~947

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). 383 words, ~947 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-nodecode-common/SKILL.md (or your agent's skills folder).
name
unreal-nodecode-common
description
Common rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget). This is a reference skill — domain-specific skills (unreal-material-editing, unreal-blueprint-editing, etc.) should be used for actual operations.

NodeCode Common Rules

NodeCode is the unified text-based representation used by UCP to read/write node graphs across Materials, Blueprints, Niagara scripts, and Widget trees. All domain-specific editing skills share the same underlying diff/apply engine. This document describes the common behaviors that apply to all of them.

API

CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary

FunctionParamsDescription
OutlineAssetPathList available sections for an asset
ReadGraphAssetPath, SectionRead a section's text representation. Empty Section = all.
WriteGraphAssetPath, Section, GraphTextWrite a section. Triggers recompile/refresh as appropriate.

Node ID Format

  • Existing nodes: N_<base62> — 22-character Base62-encoded GUID. ReadGraph always outputs this form.
  • New nodes: N_new<int> — temporary ID for nodes you are creating (e.g. N_new0, N_new1). The system assigns a real GUID after WriteGraph.

Connection Syntax (Graph Sections)

Connections are declared on the source (output) node, indented with >:

  > OutputPin -> N_<target>.InputPin    # named output to named input
  > OutputPin -> [GraphOutput]          # output to graph-level output
  > -> N_<target>.InputPin              # single-output node (omit pin name)
  > -> N_<target>                       # single-output to single-input

Domain-specific pin names and graph outputs vary — see each editing skill for details.

Key Rules

  1. Preserve node IDs — existing nodes use N_<base62> IDs that encode their GUID. Always keep them unchanged when writing back. Use N_new<int> only for genuinely new nodes.
  2. ReadGraph before WriteGraph — always read first to understand the current state.
  3. Undo support — all WriteGraph operations are wrapped in transactions and support Ctrl+Z.
  4. Incremental diff — WriteGraph only modifies nodes/connections/properties that actually changed. Unchanged parts are left intact.
  5. Properties are additive, not resetting — WriteGraph only modifies properties that appear in {...}. Omitting a property does not reset it to its default value; the existing value is preserved. To change a property back to default, you must write it explicitly (e.g. {Period:1.000000} to reset Period). This is critical when correcting previously set non-default values.
  6. Verify all node IDs before writing — every N_<id> referenced in > -> connection lines must be defined as a node in the same graph. Referencing an undefined ID silently drops that connection.
Show full SKILL.md (84 more words)Show less

Property Format

Node properties are serialized in {Key:Value, Key2:Value2} on the same line as the node declaration. Values use UE reflection import format:

  • Scalars: {R:1.0}, {ConstB:0.5}
  • Strings: {ParameterName:"MyParam"}
  • Structs: {Constant:(R=1,G=0.5,B=0,A=1)}
  • Booleans: {R:True}, {TwoSided:true}
  • Enums: {ShadingModel:MSM_Unlit}

Error Handling

WriteGraph returns a diff object with:

  • nodes_added, nodes_removed, nodes_modified — structural changes
  • links_added, links_removed — connection changes
  • compile_errors — compilation errors (if applicable)

Common errors:

  • "Property not found: ..." — typo in property name
  • "Failed to import ..." — invalid property value format
  • "Input 'X' not found on N_... (ClassName). Available: [...]" — wrong pin name

© 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-nodecode-common of Italink/UnrealClientProtocol.

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

Unreal Nodecode Common 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 Nodecode Common compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Nodecode Common this skillItalink/UnrealClientProtocol127—~947Automated safety check: PassMIT
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2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Dev StoryDonchitos/Claude-Code-Game-Studios26k—~2.4kAutomated safety check: NotesMIT

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Questions about Unreal Nodecode Common

What does Unreal Nodecode Common do?

Common rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget). Unreal Nodecode Common is an agent skill from Italink/UnrealClientProtocol. Common rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget).

When should I use Unreal Nodecode Common?

Unreal Nodecode Common fits situations like: tasks that involve Game development.

How do I install Unreal Nodecode Common in Claude Code?

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

How do I install Unreal Nodecode Common in Codex?

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

Can I use Unreal Nodecode Common 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-nodecode-common -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-nodecode-common, .gemini/skills/unreal-nodecode-common, .github/skills/unreal-nodecode-common and .opencode/skills/unreal-nodecode-common in your project.

What does Unreal Nodecode Common need to run?

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

Does Unreal Nodecode Common 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 Nodecode Common 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 Nodecode Common use?

Unreal Nodecode Common 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 Nodecode Common use?

About 947 tokens (SKILL.md is roughly 3.8k 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 Nodecode Common?

Skills that share tags, products or a category with Unreal Nodecode Common: 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.

Who maintains Unreal Nodecode Common?

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.