Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Common rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget).
$ npx skills add Italink/UnrealClientProtocol --skill unreal-nodecode-common -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-nodecode-common --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-nodecode-common .claude/skills/unreal-nodecode-common && 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-nodecode-common" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-nodecode-common into .claude/skills/unreal-nodecode-common/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-nodecode-common", 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-nodecode-commonType 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-nodecode-common -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-nodecode-common --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-nodecode-common .agents/skills/unreal-nodecode-common && 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-nodecode-common" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-nodecode-common into .agents/skills/unreal-nodecode-common/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-nodecode-common", 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-nodecode-common -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-nodecode-common --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-nodecode-common .cursor/skills/unreal-nodecode-common && 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-nodecode-common" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-nodecode-common into .cursor/skills/unreal-nodecode-common/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-nodecode-common", 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-nodecode-common--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-nodecode-common -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-nodecode-common --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-nodecode-common .gemini/skills/unreal-nodecode-common && 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-nodecode-common" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-nodecode-common into .gemini/skills/unreal-nodecode-common/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-nodecode-common", 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-nodecode-commonInstalls 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-nodecode-common -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-nodecode-common .github/skills/unreal-nodecode-common && 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-nodecode-common" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-nodecode-common into .github/skills/unreal-nodecode-common/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-nodecode-common", 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-nodecode-common -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-nodecode-common --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-nodecode-common .opencode/skills/unreal-nodecode-common && 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-nodecode-common" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-nodecode-common into .opencode/skills/unreal-nodecode-common/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-nodecode-common", 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-nodecode-commonCommon 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). 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.
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.
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 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.
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). 383 words, ~947 tokens.
.claude/skills/unreal-nodecode-common/SKILL.md (or your agent's skills folder).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.
CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary
| Function | Params | Description |
|---|---|---|
Outline | AssetPath | List available sections for an asset |
ReadGraph | AssetPath, Section | Read a section's text representation. Empty Section = all. |
WriteGraph | AssetPath, Section, GraphText | Write a section. Triggers recompile/refresh as appropriate. |
N_<base62> — 22-character Base62-encoded GUID. ReadGraph always outputs this form.N_new<int> — temporary ID for nodes you are creating (e.g. N_new0, N_new1). The system assigns a real GUID after WriteGraph.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-inputDomain-specific pin names and graph outputs vary — see each editing skill for details.
N_<base62> IDs that encode their GUID. Always keep them unchanged when writing back. Use N_new<int> only for genuinely new nodes.{...}. 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.N_<id> referenced in > -> connection lines must be defined as a node in the same graph. Referencing an undefined ID silently drops that connection.Node properties are serialized in {Key:Value, Key2:Value2} on the same line as the node declaration. Values use UE reflection import format:
{R:1.0}, {ConstB:0.5}{ParameterName:"MyParam"}{Constant:(R=1,G=0.5,B=0,A=1)}{R:True}, {TwoSided:true}{ShadingModel:MSM_Unlit}WriteGraph returns a diff object with:
nodes_added, nodes_removed, nodes_modified — structural changeslinks_added, links_removed — connection changescompile_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
Just SKILL.md in Skills/unreal-nodecode-common of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal Nodecode Common this skillItalink/UnrealClientProtocol | 127 | — | ~947 | 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
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).
Unreal Nodecode Common fits situations like: tasks that involve Game development.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Unreal Nodecode Common 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 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.
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.
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.
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.