Agent skill

Ue Project Context

by quodsoler in quodsoler/unreal-engine-skills

A skill your agent uses when creating, refreshing or repairing .agents/ue-project-context.md, the project document every other UE skill reads first.

MITAuto-check passedGame Development

Install Ue Project Context

skills CLI
$ npx skills add quodsoler/unreal-engine-skills --skill ue-project-context -a claude-code

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

GitHub CLI
$ gh skill install quodsoler/unreal-engine-skills ue-project-context --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/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ue-project-context .claude/skills/ue-project-context && 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
ue-project-context
GitHub stars
359
Token cost
~4.9k tokens
SKILL.md length
1,808 words
Files
1
Skills in repo
31
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when creating, refreshing or repairing .agents/ue-project-context.md, the project document every other UE skill reads first.

  • Works in 3 steps: Scan and draft → Correct the draft → Save and confirm
  • Repairing .agents/ue-project-context.md
  • SKILL.md covers Context, Step 1: Scan and draft, Step 2: Correct the draft and Step 3: Save and confirm, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Ue Project Context is an agent skill from quodsoler/unreal-engine-skills. Use when creating, refreshing or repairing .agents/ue-project-context.md, the project document every other UE skill reads first. Also use when the user says 'project context', 'set up context', 'UE context', 'scan my project', 'onboard the agent to my project', 'update project context', 'configure project', 'what engine version is this project on', 'which plugins do we have enabled', or complains that UE advice keeps coming out generic. For Build.cs and Target.cs mechanics, see ue-module-build-system; for naming…

Its SKILL.md is about 4.9k 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. It works with C++. The repository describes itself as: Unreal Engine C++ skills for AI coding agents. 27 skills covering gameplay, rendering, networking, animation, and more. Works with Claude Code, Cursor, Windsurf, and any agent… The licence is MIT.

When your agent uses it

  • Repairing .agents/ue-project-context.md
  • The project document every other UE skill reads first
  • The user says project context
  • Scan my project

Example prompts

  • “project context”
  • “set up context”
  • “UE context”
  • “/ue-project-context”

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Scan and draft
  2. Correct the draft
  3. Save and confirm

What it can do on your machine

Read from SKILL.md and the folder at commit f3742d7. 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 markdown).

    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

Ue Project Context loads about 4.9k tokens when it runs. Until then it costs about 159 tokens; SKILL.md has 1,808 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~159
When it runs · the whole SKILL.md, loaded when a task matches
~4.9k

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 quodsoler/unreal-engine-skills at commit f3742d7, republished under its MIT licence (© quodsoler). 1,808 words, ~4,928 tokens.

Download SKILL.mdSave it as .claude/skills/ue-project-context/SKILL.md (or your agent's skills folder).
name
ue-project-context
description
Use when creating, refreshing or repairing `.agents/ue-project-context.md`, the project document every other UE skill reads first. Also use when the user says 'project context', 'set up context', 'UE context', 'scan my project', 'onboard the agent to my project', 'update project context', 'configure project', 'what engine version is this project on', 'which plugins do we have enabled', or complains that UE advice keeps coming out generic. For Build.cs and Target.cs mechanics, see ue-module-build-system; for naming and API-macro conventions, see ue-cpp-foundations; for GAS specifics, see ue-gameplay-abilities.
metadata.version
2.0.0
metadata.engine
5.8

UE Project Context

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

This skill produces and maintains .agents/ue-project-context.md — the single file the other UE skills read to learn the project's engine version, module layout, enabled plugins, coding conventions, gameplay framework classes, networking model and build targets. It reads project files only (.uproject, *.Build.cs, *.Target.cs, Config/Default*.ini, Plugins/*/*.uplugin); it calls no engine API. This is the one skill in this set that is deliberately a conversation: every line it writes must come from the codebase or from the user, never from a guess.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing — this skill is what creates it.

The default path is scan first, then interview. Build a draft from the codebase before asking anything, then let the user correct it. Do not open with a menu of options.

Request is about…Go to
First-time setup, or the file is missingStep 1: Scan and draft
What to read and what to pull out of each fileWhat to scan
Naming a plugin the project has enabledPlugin checklist
Reviewing the draft with the userStep 2: Correct the draft
Saving or refreshing an existing context fileStep 3: Save and confirm
No C++ source to scan (Blueprint-only, or a new empty project)Fallback questionnaire
The shape of the output fileDocument template

Step 1: Scan and draft

  1. Check whether .agents/ue-project-context.md exists. If it does, read it and treat it as the previous draft rather than starting over.
  2. Scan the files in What to scan. Fill every field you can prove from a file.
  3. Mark anything the files cannot answer as [unknown] in the draft. Never invent a team size, a coding rule or a networking model.
  4. Present the whole draft in one message, then move to Step 2.

A partial scan is still worth presenting. Engine version, module list and plugin list come out of the files almost entirely, which removes most of the interview.

What to scan
FilePull out
*.uprojectEngineAssociation (e.g. "EngineAssociation": "5.8"; a GUID means a registered source build; empty means a native project inside an engine tree), Modules[] (Name, Type, LoadingPhase), Plugins[] (Name, Enabled), TargetPlatforms[]
Source/*/*.Build.csModule class name, PublicDependencyModuleNames, PrivateDependencyModuleNames, PublicIncludePathModuleNames, third-party include/library paths, any PublicDefinitions
Source/*.Target.csType (TargetType.Game, Editor, Client, Server, Program), ExtraModuleNames, DefaultBuildSettings, IncludeOrderVersion, platform conditionals
Config/DefaultEngine.ini[/Script/EngineSettings.GameMapsSettings] — GameDefaultMap, ServerDefaultMap, GlobalDefaultGameMode, GameInstanceClass (the module is EngineSettings, not Engine); [/Script/Engine.RendererSettings] for the rendering feature set
Config/DefaultGame.iniProject display name and version; [/Script/Engine.AssetManagerSettings] — PrimaryAssetTypesToScan, which reveals the data-driven asset layout
Config/DefaultInput.ini[/Script/Engine.InputSettings] — DefaultPlayerInputClass / DefaultInputComponentClass (/Script/EnhancedInput.EnhancedPlayerInput / EnhancedInputComponent means Enhanced Input is live; InputSettings.h:219,223), leftover legacy ActionMappings/AxisMappings; [/Script/EnhancedInput.EnhancedInputDeveloperSettings] for Enhanced Input project settings
Config/DefaultGameplayTags.ini[/Script/GameplayTags.GameplayTagsSettings] — GameplayTagList, GameplayTagTableList, ImportTagsFromConfig
Plugins/*/*.upluginIn-house plugin names, their Modules[] and their Plugins[] dependencies
Source/*/Public/** (spot-check 3–5 headers)Naming prefixes in practice, TObjectPtr versus raw pointers, API macro style (MYGAME_API on each declaration, or a per-header #define UE_API MYGAME_API), DEFINE_LOG_CATEGORY names, check/ensure usage

Also grep Config/Default*.ini for every other [/Script/...] section the project has customised — those sections name the systems the team actually configures.

Plugin checklist

Cross-check Plugins[] in the .uproject against this list and record maturity wherever it changes the advice other skills give. These are .uplugin names in 5.8.

AreaPlugins to look for
Abilities & modularityGameplayAbilities, GameFeatures (Beta), ModularGameplay (Beta), SmartObjects, InstancedActors (Experimental)
InputEnhancedInput
UICommonUI, ModelViewViewModel (Beta)
AI & simulationStateTree, GameplayStateTree, MassGameplay (Experimental), MassAI (Experimental)
Animation & movementMover (Experimental), MotionWarping (Beta), PoseSearch, Chooser, AnimationBudgetAllocator
CameraGameplayCameras (Experimental), EngineCameras
NetworkingIris (Beta), ReplicationGraph (Beta)
AudioMetasound, AudioModulation
FX & proceduralNiagara, PCG, ProceduralMeshComponent, GeometryScripting
Data & servicesDataRegistry (Beta), OnlineSubsystem, OnlineServices, SignificanceManager
Streaming & messagingLevelStreamingPersistence (Experimental), AsyncMessageSystem (Experimental)

Record the .uplugin name, not the friendly display name, so other skills can match it. A project plugin under Plugins/ that is absent from .uproject Plugins[] is still enabled unless its .uplugin says "EnabledByDefault": false (FPlugin::IsEnabledByDefault, Projects/Private/PluginManager.cpp:421-435); an engine plugin absent from Plugins[] is enabled only if its .uplugin has "EnabledByDefault": true. Record which rule applied.

Step 2: Correct the draft

Present the draft, then put two questions to the user:

What is wrong in this draft, and what is missing?

Work through their answers, then re-present only the sections that changed. Repeat until the user says it is accurate.

Fill the [unknown] fields the same way, a few at a time, highest value first:

  1. Conventions that cannot be read off the code — assertion policy, header organisation, rules enforced in review.
  2. Gameplay framework class names — GameMode, GameState, PlayerController, PlayerState, Pawn/Character, GameInstance. Request the class name, not whether one exists.
  3. Networking model — listen or dedicated server, classic replication or Iris, push model on or off, ReplicationGraph in use.
  4. Save system, streaming model, AI stack — only the parts the files did not already prove.
  5. Team and source control — skip entirely for a solo developer.

[unknown] and "not yet established" are valid final answers. A field the team has not decided is more useful written down as undecided than filled with a plausible invention.

Step 3: Save and confirm

  • Write the file to .agents/ue-project-context.md, creating .agents/ if needed.
  • Stamp the engine version and the date at the top.
  • Tell the user the other UE skills now read this file automatically, and that re-running this skill refreshes it as the project changes.
  • On a refresh, keep the sections the user did not revisit and update the date.

The skills in this repo target UE 5.8. Record the project's actual engine version verbatim from EngineAssociation so that advice can be adjusted when the project sits on a different version, and note whether it is a launcher build or a source build.

Show full SKILL.md (853 more words)Show less

Fallback questionnaire

Use this only when there is no Source/ tree to scan (Blueprint-only project, or an empty project being planned). Work through one group at a time and confirm each before moving on.

Engine and project. Project name and a one-sentence description. Engine version, launcher or source build. Project type (game, simulation, visualisation, tool, plugin) and genre. Target platforms.

Modules. Module names, which is the primary game module, and each module's host type (Runtime, Editor, Developer, CookedOnly, UncookedOnly, Program). Key dependencies per module.

Plugins. Walk the Plugin checklist by area rather than reciting names. Then in-house plugins under Plugins/, Fab/marketplace plugins critical to gameplay, and any licence restriction worth recording.

Conventions. Epic's F/U/A/E/I prefixes or a house variant. TObjectPtr for UPROPERTY object references, or raw pointers. Module API macro style — MYGAME_API on each declaration, or a per-header #define UE_API MYGAME_API. Log category names. Assertion policy (check, checkf, ensure, ensureMsgf, verify) and where each is allowed. Public/Private header layout. Any rule enforced in review.

Gameplay framework. Class names for GameMode, GameState, PlayerController, PlayerState, Pawn/Character, GameInstance. Subsystem classes in use and what each owns.

GAS. Whether GameplayAbilities is enabled; if so, the AbilitySystemComponent subclass, AttributeSet class names, the ability base class, and where the tag hierarchy is defined.

Networking. Listen server, dedicated server, or single-player. Iris or classic replication. Push model on or off. ReplicationGraph in use. Expected player count and tick budget.

Input. EnhancedInput or legacy mappings. Where UInputMappingContext and UInputAction assets live, and which class adds the contexts.

UI. UMG only, CommonUI, or CommonUI plus ModelViewViewModel. Base widget classes and how the HUD/menu stack is managed.

AI. Behavior Trees, StateTree/GameplayStateTree, Mass, or a custom stack. Navigation setup and whether SmartObjects is in use.

Streaming. World Partition with Data Layers, or classic sub-levels. Level-instancing approach.

Saves. USaveGame subclass names, slot naming, versioning approach.

Build. Which target types ship. Custom preprocessor defines. Third-party libraries and how they are integrated. Platform-specific code paths. Engine fork or modifications.

Team. Size and roles. Source control (Perforce, Git, Plastic). Branching and asset-lock policy. Review bar. Documentation home.

Document template

Write .agents/ue-project-context.md in this shape. Drop any section the project genuinely has nothing to say about.

markdown
# UE Project Context

*Engine: UE 5.8 · Last updated: [date]*

## Engine & Project
**Engine version:** [5.8 — launcher build / source build at [path]]
**Project name:** [name] · **Type:** [game / sim / tool] · **Genre:** [genre]
**Description:** [one sentence]
**Target platforms:** [list]

## Modules
**Primary game module:** [ModuleName]

| Module | Host type | Public deps | Private deps | Notes |
|---|---|---|---|---|
| [MyGame] | Runtime | Core, CoreUObject, Engine, InputCore | [list] | [purpose] |
| [MyGameEditor] | Editor | [list] | [list] | [purpose] |

## Plugins
| Plugin | Maturity | Used for |
|---|---|---|
| [EnhancedInput] | [stable] | [input] |
| [Mover] | [Experimental] | [locomotion prototype] |

**In-house plugins:** [Name — purpose]
**Fab / marketplace:** [Name — purpose, licence notes]

## Coding conventions
**Prefixes:** [standard F/U/A/E/I, exceptions]
**Object references:** [TObjectPtr in UPROPERTY / raw pointers]
**API macro style:** [MYGAME_API per declaration / per-header #define UE_API MYGAME_API]
**Log categories:** `[LogMyGame]` — [scope]
**Assertions:** [check where / ensure where / verify where]
**Header layout:** [Public/Private per module / flat]
**Enforced rules:** [list]

## Gameplay framework
| Role | Class |
|---|---|
| GameMode | `[AMyGameMode]` |
| GameState | `[AMyGameState]` |
| PlayerController | `[AMyPlayerController]` |
| PlayerState | `[AMyPlayerState]` |
| Pawn / Character | `[AMyCharacter]` |
| GameInstance | `[UMyGameInstance]` |

**Subsystems:** `[UMyClass]` ([UGameInstanceSubsystem / UWorldSubsystem / ULocalPlayerSubsystem]) — [owns]

## GAS
**Enabled:** [yes / no]
**AbilitySystemComponent:** `[UMyAbilitySystemComponent]` — lives on [PlayerState / Pawn]
**AttributeSets:** `[UMyAttributeSet]` — [attributes]
**Ability base:** `[UMyGameplayAbility]`
**Tag source:** [Config/DefaultGameplayTags.ini / native tags in [file]]

## Networking
**Model:** [single-player / listen server / dedicated server]
**Replication stack:** [classic / Iris (Beta)]
**Push model:** [on / off] · **ReplicationGraph:** [yes / no]
**Budget:** [N players, tick rate]

## Input
**Stack:** [EnhancedInput / legacy]
**Mapping contexts:** [asset paths] · **Added by:** `[class]`

## UI
**Stack:** [UMG / CommonUI / CommonUI + ModelViewViewModel]
**Base widgets:** `[UMyUserWidget]` · **Layer / stack management:** [description]

## AI
**Stack:** [Behavior Trees / StateTree / GameplayStateTree / Mass / custom]
**Navigation:** [NavMesh setup] · **SmartObjects:** [yes / no]

## Streaming
**Model:** [World Partition + Data Layers / sub-levels]
**Notes:** [cell size, streaming sources, level instances]

## Saves
**SaveGame classes:** `[UMySaveGame]` · **Slots:** [naming] · **Versioning:** [approach]

## Build
**Targets:** [Game, Editor, Client, Server]
**Defines:** `[MYGAME_WITH_CHEATS]` — [purpose]
**Third-party:** [Library — binary / source]
**Platform notes:** [platform: constraint]
**Engine modifications:** [none / fork at [repo] — [what changed]]

## Team
**Size & roles:** [N engineers, N designers, N artists]
**Source control:** [Perforce / Git / Plastic] · **Branching:** [strategy]
**Review bar:** [description] · **Docs:** [where]

Deprecated — do not use

Old forms an agent is likely to write into a context document, or into the code it generates from one.

Do not emitUse in 5.8Source
GENERATED_UCLASS_BODY()GENERATED_BODY()#define GENERATED_UCLASS_BODY(...) GENERATED_BODY_LEGACY() in CoreUObject/Public/UObject/ObjectMacros.h:803
UPROPERTY() UObject* Ptr;UPROPERTY() TObjectPtr<UObject> Ptr;struct TObjectPtr in CoreUObject/Public/UObject/ObjectPtr.h:519
NetUpdateFrequency = 10.f;SetNetUpdateFrequency(10.f) / GetNetUpdateFrequency()UE_DEPRECATED(5.5) in Engine/Classes/GameFramework/Actor.h:903
MinNetUpdateFrequency = 2.f;SetMinNetUpdateFrequency(2.f) / GetMinNetUpdateFrequency()UE_DEPRECATED(5.5) in Engine/Classes/GameFramework/Actor.h:908
UDataLayerSubsystem accessorsthe UDataLayerManager equivalentsUE_DEPRECATED(5.3) in Engine/Public/WorldPartition/DataLayer/DataLayerSubsystem.h:37
bEnableDynamicComponentInputBinding in DefaultInput.inidrop the keyUE_DEPRECATED(5.7) in Engine/Classes/GameFramework/InputSettings.h:96
SpeechMappings in DefaultInput.inidrop the keyUE_DEPRECATED(5.7) in Engine/Classes/GameFramework/InputSettings.h:211
[/Script/Engine.GameMapsSettings][/Script/EngineSettings.GameMapsSettings]class UGameMapsSettings in Runtime/EngineSettings/Classes/GameMapsSettings.h:101
MetaSounds as a plugin nameMetasoundEngine/Plugins/Runtime/Metasound/Metasound.uplugin

Common Mistakes

Opening with a questionnaire instead of a draft: the .uproject, the *.Build.cs files and Config/Default*.ini answer most of the document. Scan, draft, then find out what is wrong — do not make the user dictate what is already on disk.

Guessing to fill a gap: a fabricated team size or assertion policy is worse than a blank, because every other skill then acts on it. Write [unknown] and move on.

Writing friendly plugin names: record the .uplugin name (ModelViewViewModel, Metasound, GameplayAbilities), not the display name, so other skills can match it against .uproject Plugins[].

Misjudging plugin state: a plugin is active if its .uproject Plugins[] entry has "Enabled": true, or if it is enabled by default and not disabled there — and a project plugin under Plugins/ with no EnabledByDefault key counts as enabled by default.

Putting GameMapsSettings under the Engine module: the class lives in the EngineSettings module, so the section is [/Script/EngineSettings.GameMapsSettings]. The wrong section silently does nothing.

Omitting maturity: an Experimental or Beta plugin changes what other skills should recommend. Mover (Experimental), Iris (Beta) and GameplayCameras (Experimental) each need the label next to the name.

Dropping module dependencies: most UE link errors trace to a missing entry in PublicDependencyModuleNames/PrivateDependencyModuleNames. Capture both lists per module verbatim.

Overwriting on a refresh: on a re-run, merge into the existing file. Sections the user did not revisit keep their content.

Skills that read .agents/ue-project-context.md, and what each takes from it:

  • ue-module-build-system — module list, host types, Build.cs dependency lists, target types
  • ue-cpp-foundations — naming prefixes, TObjectPtr policy, API macro style, assertion policy
  • ue-gameplay-framework — GameMode, GameState, PlayerController, PlayerState, Pawn classes
  • ue-gameplay-abilities — GAS setup, AbilitySystemComponent owner, AttributeSet names
  • ue-gameplay-tags-messaging — tag source (DefaultGameplayTags.ini or native tags) and messaging stack
  • ue-networking-replication — networking model, Iris versus classic, push model, ReplicationGraph
  • ue-input-system — Enhanced Input status, mapping context locations, PlayerController class
  • ue-ui-umg-slate — CommonUI / ModelViewViewModel status and base widget classes
  • ue-blueprint-cpp-interop — API macro style and which systems are Blueprint-facing
  • ue-actor-component-architecture — subsystem list and component conventions
  • ue-character-movement — character class and movement stack
  • ue-mover — whether the Mover plugin (Experimental) is enabled
  • ue-gameplay-cameras — whether GameplayCameras (Experimental) is enabled
  • ue-ai-navigation — AI stack, navigation setup, SmartObjects status
  • ue-state-trees — StateTree / GameplayStateTree plugin status
  • ue-world-level-streaming — World Partition versus sub-levels, Data Layer usage
  • ue-serialization-savegames — SaveGame classes, slot naming, versioning
  • ue-testing-debugging — log categories, assertion policy, module list
  • ue-editor-tools — Editor module names and editor plugin list
  • ue-game-features — GameFeatures / ModularGameplay plugin status

© quodsoler, 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/ue-project-context of quodsoler/unreal-engine-skills.

Open the folder on GitHubat commit f3742d7

Compare with similar skills

Ue Project Context 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.

Ue Project Context compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Ue Project Context this skillquodsoler/unreal-engine-skills359—~4.9kAutomated safety check: PassMIT
Ue Specifiersfjz13/UnrealSpecifiers1.1k—~1.4kAutomated safety check: PassCustom licence
Validate GsdkPlayFab/gsdk170—~645Automated safety check: PassApache-2.0
Sokol Netelix22/Sokol.NET154—~2.8kAutomated safety check: PassMIT
Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin327—~1.8kAutomated safety check: PassMIT
Gdextension Hygienemicrosoft/XBOX-Godot-Sample237—~983Automated safety check: PassMIT

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Works with

Questions about Ue Project Context

What does Ue Project Context do?

A skill your agent uses when creating, refreshing or repairing .agents/ue-project-context.md, the project document every other UE skill reads first. Ue Project Context is an agent skill from quodsoler/unreal-engine-skills.md, the project document every other UE skill reads first.

When should I use Ue Project Context?

Ue Project Context fits situations like: repairing .agents/ue-project-context.md; the project document every other UE skill reads first; the user says project context; scan my project.

How do I install Ue Project Context in Claude Code?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-project-context -a claude-code`. Or copy the skill folder (skills/ue-project-context in quodsoler/unreal-engine-skills) into .claude/skills/ue-project-context in your project. Claude Code loads it when a task matches its description.

How do I install Ue Project Context in Codex?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-project-context -a codex`. Or copy the skill folder (skills/ue-project-context in quodsoler/unreal-engine-skills) into .agents/skills/ue-project-context in your project. Codex loads it when a task matches its description.

Can I use Ue Project Context 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 quodsoler/unreal-engine-skills --skill ue-project-context -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ue-project-context, .gemini/skills/ue-project-context, .github/skills/ue-project-context and .opencode/skills/ue-project-context in your project.

What does Ue Project Context need to run?

SKILL.md names no scripts, command-line tools or credentials: Ue Project Context is instructions for the agent only.

Does Ue Project Context 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 Ue Project Context 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 Ue Project Context use?

Ue Project Context 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 Ue Project Context use?

About 4.9k tokens (SKILL.md is roughly 20k 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 Ue Project Context?

Skills that share tags, products or a category with Ue Project Context: Ue Specifiers (fjz13/UnrealSpecifiers, 1.1k stars), Validate Gsdk (PlayFab/gsdk, 170 stars), Sokol Net (elix22/Sokol.NET, 154 stars) and Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 327 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Ue Project Context?

quodsoler (a GitHub user) maintains it in quodsoler/unreal-engine-skills, which has 359 GitHub stars. The repository holds 31 skills in this directory. The repository was last updated on September 28, 2026.

Source: quodsoler/unreal-engine-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.