Agent skill

Unreal Widget Editing

by Italink in Italink/UnrealClientProtocol

Edit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph).

MITAuto-check passedGame Development

Install Unreal Widget Editing

skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-widget-editing -a claude-code

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

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-widget-editing --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-widget-editing .claude/skills/unreal-widget-editing && 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-widget-editing
GitHub stars
127
Token cost
~1.7k tokens
SKILL.md length
628 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

Edit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph).

  • Works in 5 steps: Outline — see available sections… → ReadGraph("WidgetTree") — get the UI… → Understand the tree — indentation shows… → …
  • The user asks to add
  • SKILL.md covers API, Section Types for Widget…, WidgetTree Text Format and Workflow, plus 2 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unreal Widget Editing is an agent skill from Italink/UnrealClientProtocol. Edit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rearrange UI widgets, change widget properties, or modify the visual hierarchy of a Widget Blueprint.

Its SKILL.md is about 1.7k 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

  • The user asks to add
  • Rearrange UI widgets
  • Change widget properties
  • Modify the visual hierarchy of a Widget Blueprint

Example prompts

  • “/unreal-widget-editing”

Workflow steps

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

  1. Outline — see available sections (WidgetTree + graph sections)
  2. ReadGraph("WidgetTree") — get the UI hierarchy
  3. Understand the tree — indentation shows parent-child relationships
  4. Modify — add/remove/rearrange widgets, change properties
  5. WriteGraph("WidgetTree", text) — apply changes

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 Widget Editing loads about 1.7k tokens when it runs. Until then it costs about 59 tokens; SKILL.md has 628 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~59
When it runs · the whole SKILL.md, loaded when a task matches
~1.7k

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). 628 words, ~1,749 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-widget-editing/SKILL.md (or your agent's skills folder).
name
unreal-widget-editing
description
Edit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rearrange UI widgets, change widget properties, or modify the visual hierarchy of a Widget Blueprint.

Widget Editing

Edit UMG Widget Blueprint UI layouts via a text-based tree representation. The widget tree (visual hierarchy) uses the [WidgetTree] section. For editing the event graph and functions of a Widget Blueprint, use the unreal-blueprint-editing skill — Widget Blueprints are Blueprints, so EventGraph/Function/Variables sections work identically.

Prerequisite: UE editor running with UCP plugin enabled.

API

CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary

FunctionParamsDescription
OutlineAssetPathReturns all sections: [WidgetTree], [Variables], [EventGraph], [Function:Name], etc.
ReadGraphAssetPath, SectionReturns text. Use "WidgetTree" for the UI layout.
WriteGraphAssetPath, Section, GraphTextOverwrite the widget tree.

Section Types for Widget Blueprints

A Widget Blueprint's Outline returns both widget tree and graph sections:

SectionHandlerDescription
WidgetTreeWidgetTreeSectionHandlerUI widget hierarchy
VariablesBlueprintSectionHandlerBlueprint variables
EventGraphBlueprintSectionHandlerEvent graph logic
Function:<Name>BlueprintSectionHandlerBlueprint functions

WidgetTree Text Format

The widget tree uses indentation-based text format where depth represents parent-child relationships:

[WidgetTree]
CanvasPanel_0: {"Type":"CanvasPanel"}
  Image_BG: {"Type":"Image", "Slot":{"Anchors":"(Minimum=(X=0,Y=0),Maximum=(X=1,Y=1))", "Offsets":"(Left=0,Top=0,Right=0,Bottom=0)"}}
  VerticalBox_Main: {"Type":"VerticalBox", "Slot":{"Anchors":"(Minimum=(X=0.5,Y=0.5),Maximum=(X=0.5,Y=0.5))"}}
    TextBlock_Title: {"Type":"TextBlock", "Text":"Hello World", "Slot":{"HorizontalAlignment":"HAlign_Center"}}
    Button_Submit: {"Type":"Button", "Slot":{"Padding":"(Left=0,Top=10,Right=0,Bottom=0)"}, "bIsVariable":true}
      TextBlock_BtnLabel: {"Type":"TextBlock", "Text":"Submit"}
Format Rules
  • Indentation = hierarchy: 2 spaces per level. Root widget has no indentation.
  • Widget name is the key: TextBlock_Title, Button_Submit, etc. These are the widget's GetName().
  • Type: Widget class name (e.g., CanvasPanel, TextBlock, Button, Image). Resolved via reflection.
  • Slot: Layout properties from the parent panel's slot type, as a nested JSON object.
  • bIsVariable: If true, the widget is accessible from the Blueprint graph (e.g., for binding events or setting properties at runtime). Only serialized when true.
  • Other properties: Non-default widget properties, serialized via UE reflection.
Slot Properties by Panel Type

Different panel types use different slot types with different layout properties:

CanvasPanelSlot (parent is CanvasPanel):

  • LayoutData.Anchors: (Minimum=(X=0,Y=0),Maximum=(X=1,Y=1)) — anchor presets
  • LayoutData.Offsets: (Left=0,Top=0,Right=0,Bottom=0) — position/size offsets
  • LayoutData.Alignment: (X=0.5,Y=0.5) — pivot alignment
  • bAutoSize: true/false
  • ZOrder: integer

VerticalBoxSlot / HorizontalBoxSlot (parent is VerticalBox/HorizontalBox):

  • Padding: (Left=0,Top=10,Right=0,Bottom=0)
  • Size: (SizeRule=Fill,Value=1.0) or (SizeRule=Auto,Value=1.0)
  • HorizontalAlignment: HAlign_Fill, HAlign_Left, HAlign_Center, HAlign_Right
  • VerticalAlignment: VAlign_Fill, VAlign_Top, VAlign_Center, VAlign_Bottom

OverlaySlot (parent is Overlay):

  • Padding: (Left=0,Top=0,Right=0,Bottom=0)
  • HorizontalAlignment: same as above
  • VerticalAlignment: same as above

GridSlot (parent is GridPanel):

  • Row, Column: integer
  • RowSpan, ColumnSpan: integer
Common Widget Types
TypeDescriptionKey Properties
CanvasPanelFree-form positioning container(none typical)
VerticalBoxStack children vertically(none typical)
HorizontalBoxStack children horizontally(none typical)
OverlayStack children on top of each other(none typical)
GridPanelGrid layout(none typical)
ScrollBoxScrollable containerOrientation
SizeBoxConstrain child sizeWidthOverride, HeightOverride
BorderSingle child with backgroundBackground
TextBlockDisplay textText, Font, ColorAndOpacity
RichTextBlockRich text displayText
ImageDisplay image/textureBrush
ButtonClickable buttonWidgetStyle
CheckBoxToggle checkboxIsChecked
SliderValue sliderValue, MinValue, MaxValue
ProgressBarProgress indicatorPercent
EditableTextSingle-line text inputText, HintText
EditableTextBoxSingle-line text input with boxText, HintText
MultiLineEditableTextMulti-line text inputText
ComboBoxStringDropdown selectionDefaultOptions
SpinBoxNumeric inputValue, MinValue, MaxValue
SpacerEmpty spacing widgetSize
WidgetSwitcherShow one child at a timeActiveWidgetIndex
Show full SKILL.md (190 more words)Show less

Workflow

  1. Outline — see available sections (WidgetTree + graph sections)
  2. ReadGraph("WidgetTree") — get the UI hierarchy
  3. Understand the tree — indentation shows parent-child relationships
  4. Modify — add/remove/rearrange widgets, change properties
  5. WriteGraph("WidgetTree", text) — apply changes

For logic changes (event bindings, property updates at runtime):

  1. ReadGraph("EventGraph") — use the unreal-blueprint-editing skill
  2. Reference widgets by name (widgets with bIsVariable:true are accessible in graphs)

Key Rules

  1. Indentation matters: 2 spaces per level. Incorrect indentation will create wrong parent-child relationships.
  2. Widget names must be unique within the tree.
  3. Root widget (depth 0) must be a panel widget (CanvasPanel, VerticalBox, etc.).
  4. Only panel widgets can have children. Don't indent a child under a non-panel widget like TextBlock.
  5. Set bIsVariable:true on any widget you need to reference from the Blueprint graph.
  6. ReadGraph before WriteGraph — always read first to understand the current structure.
  7. Slot properties depend on the parent panel type. A widget under VerticalBox uses VerticalBoxSlot properties, not CanvasPanelSlot.
  8. All operations support Undo (Ctrl+Z).

Error Handling

  • Unknown widget class: "Unknown widget class: ...".
  • Failed to create widget: "Failed to create widget: ...".
  • Check diff object in response for nodes_added, nodes_removed.

© 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-widget-editing of Italink/UnrealClientProtocol.

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

Unreal Widget 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.

Unreal Widget Editing compared with similar skills
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Unreal Widget Editing this skillItalink/UnrealClientProtocol127—~1.7kAutomated 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 Widget Editing

What does Unreal Widget Editing do?

Edit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph). Unreal Widget Editing is an agent skill from Italink/UnrealClientProtocol. Edit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph).

When should I use Unreal Widget Editing?

Unreal Widget Editing fits situations like: the user asks to add; rearrange UI widgets; change widget properties; modify the visual hierarchy of a Widget Blueprint.

How do I install Unreal Widget Editing in Claude Code?

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

How do I install Unreal Widget Editing in Codex?

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

Can I use Unreal Widget Editing 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-widget-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-widget-editing, .gemini/skills/unreal-widget-editing, .github/skills/unreal-widget-editing and .opencode/skills/unreal-widget-editing in your project.

What does Unreal Widget Editing need to run?

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

Does Unreal Widget Editing 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 Widget Editing 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 Widget Editing use?

Unreal Widget Editing 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 Widget Editing use?

About 1.7k tokens (SKILL.md is roughly 7k 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 Widget Editing?

Skills that share tags, products or a category with Unreal Widget 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.

Who maintains Unreal Widget Editing?

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.