Agent skill

Scenario Unreal Gameplay

by scenario-labs in scenario-labs/skills

A skill your agent uses when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD…

MITAuto-check passedGame Development

Install Scenario Unreal Gameplay

skills CLI
$ npx skills add scenario-labs/skills --skill scenario-unreal-gameplay -a claude-code

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

GitHub CLI
$ gh skill install scenario-labs/skills scenario-unreal-gameplay --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/scenario-labs/skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/game-engines/unreal/scenario-unreal-gameplay .claude/skills/scenario-unreal-gameplay && 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
scenario-unreal-gameplay
GitHub stars
946
Token cost
~5.2k tokens
SKILL.md length
2,025 words
Files
8 (incl. scripts, references)
Skills in repo
146
Repo updated
First seen
Licence
MIT

At a glance

A skill your agent uses when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD…

  • Works in 9 steps: Probe once per engine.… → Decide. ue_gameplay.decide(spec): data… → Scaffold project and config.… → …
  • Debugging UE5 gameplay: a character with double jump
  • SKILL.md covers Stance (the expert delta), Establish first, Authoring surfaces and Workflow, plus 6 more sections
  • Runs Python scripts from its folder; calls npx and python3

What it does

Scenario Unreal Gameplay is an agent skill from scenario-labs/skills. Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected…

Its SKILL.md is about 5.2k tokens, which your agent loads only when the skill is triggered. The skill folder holds 9 other files, including scripts and reference files (for example `references/critique.md`, `references/expert-notes.md` and `references/gui-paths.md`).

It sits in Game Development, covering Game development. It works with C++, Unreal Engine and Python. The repository describes itself as: Get production-ready images, video, audio, and 3D from any AI agent: skills that pick the right model, price before spending, and keep characters and brands consistent through… The licence is MIT.

When your agent uses it

  • Debugging UE5 gameplay: a character with double jump
  • Abilities with cooldowns
  • Enemy AI that patrols
  • Chases and attacks

Example prompts

  • “Blueprints are slow”
  • “ability won”
  • “enemy ignores the player”
  • “/scenario-unreal-gameplay”

Requirements

  • Python 3
  • Node.js

Workflow steps

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

  1. Probe once per engine. job_00_gameplay_probe.py (headless) lists the classes, properties and cvars the skill marks [verify], including the…
  2. Decide. ue_gameplay.decide(spec): data placement, Blueprint vs C++, GAS or not, AI system, ASC placement, init and replication…
  3. Scaffold project and config. ue_env.enable_plugins; ini_set for bUseDebugTargetFromHud, the asset-tag cvar at 0, tags; a GameMode HUD…
  4. C++ layer. cpp_scaffold() (character base, player controller, dash and melee abilities, AI controller, StateTree tasks, health widget…
  5. Data layer from Python. Blueprint children and CDO defaults: movement, JumpMaxCount = 2, player_controller_class on the GameMode, and on…
  6. Graph residue. Write each tree as a spec, check it with statetree_spec_verdict, wire it from statetree_outline through an MCP toolset or…
  7. Test in isolation, then the chain. Fixed-magnitude debug GE from the console, showdebug abilitysystem (3 pages), the gameplay debugger on…
  8. Evidence and review. Screenshots of the debug pages, showdebug enhancedinput, health bar before and after damage, enemy per state, navmesh…
  9. Measure. Development build or new-window PIE: stat game, stat unit, dumpticks (tick_verdict), stat slate with Global Invalidation off and…

What it can do on your machine

Read from SKILL.md and the folder at commit f6f8ab7. 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

    Ships 2 files in scripts/ (Python), which the agent can run.

    Shell commands in SKILL.md call:

    • npx
    • python3

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    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

Scenario Unreal Gameplay loads about 5.2k tokens when it runs, and up to ~34k if it reads all its reference files. Until then it costs about 137 tokens; SKILL.md has 2,025 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~137
When it runs · the whole SKILL.md, loaded when a task matches
~5.2k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~34k

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); the scripts in this folder are not scanned.

SKILL.md

The full file from scenario-labs/skills at commit f6f8ab7, republished under its MIT licence (© scenario-labs). 2,025 words, ~5,159 tokens.

Download SKILL.mdSave it as .claude/skills/scenario-unreal-gameplay/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.
name
scenario-unreal-gameplay
description
Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.
license
MIT

Unreal Gameplay (framework, Blueprint vs C++, input, GAS, AI, UI)

Expert level means every piece of data lives in the class whose lifetime and network presence match it, logic is text (C++ or small functions) under data-only Blueprints and data assets that Python configures, and every mechanic is proven in isolation (injected input, debug commands, traces) before it is judged in play. The agent does not pretend to author graphs it cannot reach: it states which surface each piece lands on and escalates only the residue. If a sibling skill named here is missing from your available skills, ask the user to install it (npx skills add scenario-labs/skills --skill <name>); unattended, proceed from tool schemas and flag the gap.

REQUIRED BACKGROUND: scenario-unreal-expert (channels, review loop, 5.8 traps).

Status (2026-09-24): Unreal is not installed. The offline layer passed (python3 tests/code/unreal-gameplay/run_all.py --offline). Every in-editor snippet and generated C++ file is not yet run in Unreal (C++ not yet compiled); job_00_gameplay_probe.py answers the [verify] names.

Stance (the expert delta)

  • Place data by lifetime and network presence. GameMode is server-only rules; GameState and PlayerState replicate to all; PlayerController is owner-only; the Pawn is a respawnable body; GameInstance subsystems outlive maps (Forsythe IaU2Hue-ApI [00:13:26]). State goes in replicated properties with RepNotify, never multicast; C++ RepNotify does not fire on the server (JOJP0CvpB8w [00:10:50], [00:14:48]). Under World Partition BeginPlay can run several times: keep it idempotent (Shao KBn62trwkLw [00:07:29]).
  • C++ base, data-only Blueprint child; Blueprint may depend on C++, never the reverse (Forsythe VMZftEVDuCE [00:24:10]). Tuning is EditDefaultsOnly, asset choices TSubclassOf slots, cosmetics BlueprintImplementableEvent hooks: logic as diffable text, Blueprints as defaults Python sets. Broadcasters fire one-way delegates (OnDied) that controllers, spawners and HUD bind ([00:19:25]).
  • Blueprint cost is per node; the real cost is hard references. Tick overhead is noise next to a CharacterMovement update; casting to a Blueprint class keeps it loaded with the caster (Arnbjörnsson S2olUc9zcB8 [00:06:07], [00:28:01]). Move to C++ only what an Insights trace puts in the hot set (Forsythe [00:16:33]).
  • Effects are what, abilities are when. New features are new reactive assets listening through tags; reactions query a GE's asset tags; one damage GE with SetByCaller; Wait Delay, not Delay; always End Ability; PlayMontageAndWait; Gameplay Cues cosmetic only (Shao 8bi0rnXnRj4 [00:19:25], [00:47:35], [00:21:43], [00:49:12], [00:13:02]; tranek 9.3). A SetByCaller value exists only when code sets it, so console isolation tests use a fixed-magnitude twin [added].
  • Wire the ASC on both sides. On the pawn unless attributes survive respawn (then PlayerState); InitAbilityActorInfo on the server in PossessedBy and on the owning client in the PlayerController's AcknowledgePossession (or OnRep_PlayerState); Mixed for players, Minimal for AI, set early; never predict damage (tranek 4.1, 4.1.2, 7.3, 4.10).
  • Input is data with indirection. Input Action to input tag to ability, so the pawn holds no ability logic (Noland, Lyra Fj1zCsYydD8 [00:34:33]); mapping contexts mutually exclusive per gameplay state (framework doc).
  • StateTree selects a leaf before any transition and re-checks enter conditions only when a transition asks (Mononen YEmq4kcblj4 [00:11:22]). Every condition that should end a state needs an event or a transition; every state gets explicit success and failure ways out, or it falls back to the root ([00:14:13]); data by binding, tuning as tree parameters ([00:16:40]); actions delegate to a Gameplay Ability with a timeout (Bruno XKQfMZOXFv0 [00:17:37], [00:19:15]).
  • UI updates by events, never property bindings; turn Global Invalidation on, then hunt frozen widgets (Albert VxX1aah6TZM [00:24:09]). Widget Tick runs from Paint, a text change is a layout invalidation, Hidden only repaints where Collapsed relayouts ([00:10:09], [00:13:56], [00:12:53]).

Establish first

InputWhy it changes the planDefault when silent
Single player or multiplayer, listen or dedicatedASC placement, replication mode, prediction, test matrixsingle player, authority checks from day one (networking doc)
C++ toolchainXcode 26.6 is installed; Epic lists 26.0 minimum, 26.1.1 recommended, 26.4 incompatible, 26.6 unlistedprobe build (P3) before promising C++; else Blueprint-plus-data fallback
Scaletens of actors vs hundreds of stationary interactables vs thousands of moversactors; Instanced Actors, then Mass (KBn62trwkLw [00:01:06])
Feel targetsjump height, dash distance, cooldown, walk and chase speedsask; untouched CharacterMovement defaults "feel like an Unreal tutorial project" (IaU2Hue-ApI [00:23:39])
Frame budget, platformtick and AI caps60 fps; numbers to scenario-unreal-performance
Character and level inputsskeleton, montages, notifies; nav bounds, player starts, streamingfrom scenario-unreal-animation and scenario-unreal-world-building

Authoring surfaces

Scriptable: C++ classes, Blueprint children and their CDO defaults, data assets and tables, Enhanced Input assets, Gameplay Effect shells, StateTree assets and parameters, widget trees (EditorUtilityLibrary.add_source_widget). Graph content (event graphs, GE modifiers Python cannot instance, StateTree states and transitions, Behavior Tree nodes) goes through a template duplicated per variant, Epic's MCP toolsets, 5.8 BlueprintGraphEditor after help(), or one precise GUI pass. Full table: procedures P15.

Workflow

  1. Probe once per engine. job_00_gameplay_probe.py (headless) lists the classes, properties and cvars the skill marks [verify], including the AbilitySystem.Fix... asset-tag cvar, plus a dumpticks sample. GATE: probe.json written.
  2. Decide. ue_gameplay.decide(spec): data placement, Blueprint vs C++, GAS or not, AI system, ASC placement, init and replication, communication, UI, each with its deciding condition. GATE: every datum has owner, replication and survival (respawn, map change, streaming).
  3. Scaffold project and config. ue_env.enable_plugins; ini_set for bUseDebugTargetFromHud, the asset-tag cvar at 0, tags; a GameMode HUD class for showdebug. GATE: config_verdict clean.
  4. C++ layer. cpp_scaffold() (character base, player controller, dash and melee abilities, AI controller, StateTree tasks, health widget, native tags), patch_build_cs(), build_command(), editor closed for new reflected members. GATE: build exit 0; cpp_lint without errors (it includes ASC_CLIENT_INIT_MISSING).
  5. Data layer from Python. Blueprint children and CDO defaults: movement, JumpMaxCount = 2, player_controller_class on the GameMode, and on every AI pawn ai_controller_class = the controller Blueprint that holds the tree plus auto_possess_ai placed or spawned. Input assets from input_plan(), GE assets from plans checked by ge_plan_verdict, StateTree asset, widget tree. GATE: ge_plan_verdict and audit_gameplay() clean.
  6. Graph residue. Write each tree as a spec, check it with statetree_spec_verdict, wire it from statetree_outline through an MCP toolset or one GUI pass (references/gui-paths.md), set tree parameters per enemy. GATE: spec verdict clean; the tree compiles with no unbound Inputs; ai_setup_verdict clean.
  7. Test in isolation, then the chain. Fixed-magnitude debug GE from the console, showdebug abilitysystem (3 pages), the gameplay debugger on each AI, log LogAbilitySystem VeryVerbose read by gas_log_triage; then pie_scenario or a PythonAutomationTest with Input.+key injection, judged by analyzers whose thresholds derive from the parameters (analyze_jump, dash_expected_cm, analyze_cooldown, state_sequence_verdict, health_bar_verdict). GATE: every scenario passes, no stuck ability, no unplanned root entry.
  8. Evidence and review. Screenshots of the debug pages, showdebug enhancedinput, health bar before and after damage, enemy per state, navmesh coverage; ue_review.image_checks before looking. GATE: no blank frame; UI in sync.
  9. Measure. Development build or new-window PIE: stat game, stat unit, dumpticks (tick_verdict), stat slate with Global Invalidation off and on, and an Insights trace of the scenario before any rewrite (rewrite_gate). GATE: tick census justified; rewrites only for hot-set functions; trace handed to scenario-unreal-performance.
Show full SKILL.md (877 more words)Show less

Numbers

ValueRelative toSource
Tick overhead per actor: BP 3.59 us editor, 1.84 us packaged; C++ about 0.64 to 0.70 us100,000 actors, UE 5.4Arnbjörnsson [00:05:00]
CMC 241 us, PlayerController 125 us per framesame Lyra frameArnbjörnsson [00:06:07]
BP node 0.1 us packaged (0.5 editor); C++ call 0.7 us (0.8 editor)per callArnbjörnsson [00:18:48]
Print String 88.8 to 272.5 us per callDevelopment buildArnbjörnsson slides 00:20:10
Fortnite: about 80 ticks per frame client, 700 serverticking functionsArnbjörnsson [00:11:03]
GetAllActorsOfClass fine for a few dozen results per frame; WithTag and WithInterface scan every actorworld sizeArnbjörnsson [00:37:17], [00:38:56]
Empty Tick: free from 5.6compiler disables itmyth article
20 active enemies cap; async path offset 0.2 to 0.5 s; attackers 1 dangerous or up to 3 weakLords of the Fallen, console, per playerBruno [00:16:25], [00:15:20], [00:38:40]
Lyra modal push repainted 207 widgets; 25 after the fixpaint countAlbert [00:35:03]
Jump apex h = v^2 / 2g; a second jump resets Velocity.Z, adding h to the rise at the pressJumpZVelocity, gravity 980 cm/s^2 x GravityScalephysics [added]
Ground dash = speed x duration + exit coast (about 24 cm from 600 cm/s)GroundFriction 8, BrakingFrictionFactor 2, BrakingDecelerationWalking 2048engine model [added, verify]

Quality gates

  • Measurable: cpp_lint (asset paths and dependency direction, multicast state, Reliable RPC in Tick, OnRep on the server, client ASC init, widget Tick, Collapsed toggles, repeated BeginPlay); ge_plan_verdict; statetree_spec_verdict; ai_setup_verdict; audit_gameplay (tick census, hard-reference closure, cooldown tags, widget bindings); scenario verdicts with derived thresholds; gas_log_triage empty; showdebug abilitysystem shows no stuck ability; StateTree trace without unplanned root entry; rewrite_gate behind every rewrite.
  • Visual: jump arc and dash from a fixed camera; enemy facing and spacing; health bar and cooldown UI in sync; no frozen widget with Global Invalidation on; two-client screenshots agree in multiplayer.

Common mistakes

MistakeWhat it looks likeFix
Transient client data on the GameModeclients see nothingGameState or PlayerState
Multicast for a door statelate joiners see it closedreplicated property + RepNotify
Cast from the player to optional Blueprintslong loads, memory residentC++ base, interface, IsA (Soft)
"Don't use Tick", Timeline every framesame cost, harder codefewer ticking actors, aggregate, interval
ASC initialized only in PossessedBy"Can't activate LocalOnly or LocalPredicted ability" on clientsAcknowledgePossession or OnRep_PlayerState
Ability never ends; Delay inside itcannot re-trigger; wait survives cancelEnd Ability on every path; Wait Delay
PlayMontage in an abilitymontage missing on other machinesPlayMontageAndWait
SetByCaller GE applied from the consolezero damage, missing-magnitude logfixed-magnitude twin (GE_Damage_Debug)
Querying GE granted tagsreactions fire on wrong effectsasset tags; asset-tag cvar at 0
Enter conditions trusted to be polledenemy keeps chasing inside attack rangeevent or On Tick transition on the running state
State without a failure transition"why did it go to the root"explicit success and failure transitions
Delay beside MoveTo in one statewaits while walkingseparate Wait state; 5.6 Task Control Flow
C++ controller class on the enemy CDOenemy stands stillcontroller Blueprint holding the tree; placed or spawned
UMG property binding, widget Tickper-frame cost; frozen under invalidationevents from the attribute delegate
Collapsed for an often-toggled barlayout invalidation per toggleHidden
Invalidation tested in the viewport PIEno gain seennew-window PIE
Sync save during playhitch, certification riskAsyncSaveGameToSlot
Rewrite from a stat huncheffort, no gainInsights trace, rewrite_gate
Hand-picked test thresholda correct build failsderive it from the parameters
Agent Blueprint timers as Delay chains150 Delay nodes (Deiter [00:56:45])Timeline, C++ timer, or GAS task

Handoffs

  • Receives from scenario-unreal-animation: the character Blueprint child, AnimBP with its variable contract, montages with root motion and warp targets, the reusable AN_SendGameplayEvent notify on hit frames; from scenario-unreal-world-building: levels with nav bounds, player starts, streaming ranges, Data Layers, gameplay data as Asset User Data.
  • Delivers to scenario-unreal-vfx: an event contract (vfx_event_contract: tag, trigger, payload, radius from gameplay data, window, max rate, spawn path; cues cosmetic only); to scenario-unreal-performance: a Development build, the worst-case scenario as an automation test, its Insights trace, tick census, AI and ASC counts (perf_handoff); to scenario-unreal-animation: the tuned movement model before motion matching data (DeVoe FLDXtAV7qsw [00:07:01]); to scenario-unreal-pipeline-automation: the automation tests for CI.

UE 5.8 notes

  • Replicated properties auto-register (5.6); Iris Production Ready for licensees, generic replication still default; Mover still Experimental.
  • Enhanced Input unified with Common UI (Production Ready); Combo trigger deprecated; UPlayerMappableInputConfig deprecated (5.4).
  • GAS: NonInstanced abilities deprecated (5.5); cooldown GE validation (5.7); GetAssetTags and GetGrantedTags in Blueprint (5.7); debug commands under AbilitySystem.Ability and AbilitySystem.Effect (5.4).
  • StateTree: Task Control Flow and scheduled ticks (5.6); Rewind Debugger track (5.7); start state by tag, reversible bindings, UE::StateTree::EComparisonOperator (5.8).
  • Blueprint: nativization removed (5.4); IsA (Soft) (5.5); empty Tick free (5.6); BlueprintGraphEditor, no local variables shadowing members, bp.MaxAsyncActionCount (5.8).

References

© scenario-labs, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 7 other files (scripts, references) in skills/game-engines/unreal/scenario-unreal-gameplay of scenario-labs/skills.

  • SKILL.md
  • references/critique.md
  • references/expert-notes.md
  • references/gui-paths.md
  • references/procedures.md
  • references/sources.md
  • scripts/ue_gameplay.py
  • scripts/ue_gameplay_cpp.py

Open the folder on GitHubat commit f6f8ab7

Compare with similar skills

Scenario Unreal Gameplay 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.

Scenario Unreal Gameplay compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Scenario Unreal Gameplay this skillscenario-labs/skills946—~5.2kAutomated safety check: PassMIT
Unreal BridgeTornLux/UnrealBridge306—~8.4kAutomated safety check: NotesMIT
Unreal Animation Bone Editorkevinpbuckley/VibeUE730—~1.3kAutomated safety check: PassMIT
Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin338—~1.8kAutomated safety check: PassMIT
Unreal Actor-Component Architecturequodsoler/unreal-engine-skills362—~7.5kAutomated safety check: PassMIT
Unreal Engine Animation Systemquodsoler/unreal-engine-skills362—~7kAutomated safety check: PassMIT

Similar skills

  • Unreal Bridge

    TornLux/UnrealBridge

    Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.

    306 GitHub stars~8.4k tokensUpdated 10 days ago
    Game DevelopmentAuto-check: notes
  • Unreal Animation Bone Editor

    kevinpbuckley/VibeUE

    Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.

    730 GitHub stars~1.3k tokensUpdated 3 days ago
    Game DevelopmentAuto-check passed
  • Unreal Engine MCP

    EpicGames/unreal-engine-skills-for-claude-code-plugin

    Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding.

    338 GitHub stars~1.8k tokensUpdated 24 days ago
    Game DevelopmentAuto-check passed
  • Unreal Actor-Component Architecture

    quodsoler/unreal-engine-skills

    Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition.

    362 GitHub stars~7.5k tokensUpdated 12 days ago
    Game DevelopmentAuto-check passed
  • Unreal Engine Animation System

    quodsoler/unreal-engine-skills

    Reference for writing and debugging Unreal Engine 5.8 animation C++: AnimInstance and proxy, montages, notifies, curves, blend spaces, state machines, linked layers and root motion.

    362 GitHub stars~7k tokensUpdated 12 days ago
    Game DevelopmentAuto-check passed
  • Unreal Enhanced Input Setup

    kevinpbuckley/VibeUE

    Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.

    730 GitHub stars~2.4k tokensUpdated 3 days ago
    Game DevelopmentAuto-check passed

More from scenario-labs/skills

All 146 skills in this repo
  • Scenario Blender Grease Pencil

    scenario-labs/skills

    A skill your agent uses when drawing or animating with Grease Pencil in Blender 5.x from Python: 2D or 2.5D illustration, frame-by-frame animation, a cutout or part-based 2D character, strokes with…

    946 GitHub stars~4.5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Blender Hair

    scenario-labs/skills

    A skill your agent uses when grooming hair or fur in Blender with hair curves, such as a character hairstyle, animal fur, procedural fur in geometry nodes, or hair cards and mesh hair for games.

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • A skill your agent uses when lighting, rendering or compositing in Blender: light a character, product or hero shot, interior at dusk or night, three-point or motivated lighting, sun and sky, HDRI…

    946 GitHub stars~5k tokensUpdated yesterday
    Auto-check passed
  • Scenario Chatgpt Pet Create

    scenario-labs/skills

    A skill your agent uses when creating a ChatGPT pet or Codex pet with Scenario: hatching an animated companion from a text idea, a character, mascot or brand cue, or reference photos and art; making…

    946 GitHub stars~3.6k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Animation

    scenario-labs/skills

    A skill your agent uses when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed
  • Scenario Godot Audio

    scenario-labs/skills

    A skill your agent uses when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D…

    946 GitHub stars~4.7k tokensUpdated yesterday
    Auto-check passed

Questions about Scenario Unreal Gameplay

What does Scenario Unreal Gameplay do?

A skill your agent uses when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD…. Scenario Unreal Gameplay is an agent skill from scenario-labs/skills.

When should I use Scenario Unreal Gameplay?

Scenario Unreal Gameplay fits situations like: debugging UE5 gameplay: a character with double jump; abilities with cooldowns; enemy AI that patrols; chases and attacks.

How do I install Scenario Unreal Gameplay in Claude Code?

Run `npx skills add scenario-labs/skills --skill scenario-unreal-gameplay -a claude-code`. Or copy the skill folder (skills/game-engines/unreal/scenario-unreal-gameplay in scenario-labs/skills) into .claude/skills/scenario-unreal-gameplay in your project. Claude Code loads it when a task matches its description.

How do I install Scenario Unreal Gameplay in Codex?

Run `npx skills add scenario-labs/skills --skill scenario-unreal-gameplay -a codex`. Or copy the skill folder (skills/game-engines/unreal/scenario-unreal-gameplay in scenario-labs/skills) into .agents/skills/scenario-unreal-gameplay in your project. Codex loads it when a task matches its description.

Can I use Scenario Unreal Gameplay 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 scenario-labs/skills --skill scenario-unreal-gameplay -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/scenario-unreal-gameplay, .gemini/skills/scenario-unreal-gameplay, .github/skills/scenario-unreal-gameplay and .opencode/skills/scenario-unreal-gameplay in your project.

What does Scenario Unreal Gameplay need to run?

Going by SKILL.md and its folder, Scenario Unreal Gameplay needs Python for the scripts in its folder and the command-line tools its instructions call (npx and python3). Our summary lists: Python 3; Node.js.

Does Scenario Unreal Gameplay access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Scenario Unreal Gameplay 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.

What licence does Scenario Unreal Gameplay use?

Scenario Unreal Gameplay is published under the MIT licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Scenario Unreal Gameplay use?

About 5.2k tokens (SKILL.md is roughly 21k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 29k tokens, read only when the agent opens those files.

What are the alternatives to Scenario Unreal Gameplay?

Skills that share tags, products or a category with Scenario Unreal Gameplay: Unreal Bridge (TornLux/UnrealBridge, 306 stars), Unreal Animation Bone Editor (kevinpbuckley/VibeUE, 730 stars), Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 338 stars) and Unreal Actor-Component Architecture (quodsoler/unreal-engine-skills, 362 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Scenario Unreal Gameplay?

scenario-labs (a GitHub organization) maintains it in scenario-labs/skills, which has 946 GitHub stars. The repository holds 146 skills in this directory. The repository was last updated on October 10, 2026.

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