Agent skill

Unreal Blueprints

by ukanwat in ukanwat/overtime

Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces…

Apache-2.0Auto-check passedGame Development

Install Unreal Blueprints

skills CLI
$ npx skills add ukanwat/overtime --skill unreal-blueprints -a claude-code

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

GitHub CLI
$ gh skill install ukanwat/overtime unreal-blueprints --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/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/unreal-blueprints .claude/skills/unreal-blueprints && 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-blueprints
GitHub stars
387
Used in
1 other repo
Token cost
~1.5k tokens
SKILL.md length
545 words
Files
2 (incl. references)
Skills in repo
21
Repo updated
First seen
Licence
Apache-2.0

At a glance

Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces…

  • Works in 4 steps: Reactive Event Graph (no Tick) → Direct reference + Cast (tight coupling,… → Blueprint Interface (decoupled call) → …
  • Working in Blueprints
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Reaches dev.epicgames.com

What it does

Unreal Blueprints is an agent skill from ukanwat/overtime. Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.

Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/communication.md`). Compatibility notes: Unreal Engine 5.4+ (docs verified against current UE5; Blueprint VM)

It sits in Game Development, covering Game development. It works with Unreal Engine. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.

When your agent uses it

  • Working in Blueprints
  • Wiring an event graph
  • Deciding how Blueprints talk to each other
  • The user mentions Blueprint

Example prompts

  • “/unreal-blueprints”

Requirements

  • Compatibility (from SKILL.md): Unreal Engine 5.4+ (docs verified against current UE5; Blueprint VM)

Workflow steps

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

  1. Reactive Event Graph (no Tick)
  2. Direct reference + Cast (tight coupling, use sparingly)
  3. Blueprint Interface (decoupled call)
  4. Event Dispatcher (one-to-many broadcast)

What it can do on your machine

Read from SKILL.md and the folder at commit 2f4ac6b. 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

    Hosts in commands or code, which the agent is likely to contact:

    • dev.epicgames.com

    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.

  • Compatibility

    Unreal Engine 5.4+ (docs verified against current UE5; Blueprint VM)

    From compatibility in the SKILL.md frontmatter.

Context cost

Unreal Blueprints loads about 1.5k tokens when it runs, and up to ~2.5k if it reads all its reference files. Until then it costs about 109 tokens; SKILL.md has 545 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~109
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.5k

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 ukanwat/overtime at commit 2f4ac6b, republished under its Apache-2.0 licence (© ukanwat). 545 words, ~1,488 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-blueprints/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
unreal-blueprints
description
Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.
compatibility
Unreal Engine 5.4+ (docs verified against current UE5; Blueprint VM)
license
Apache-2.0
metadata.engine
unreal
metadata.category
unreal
metadata.difficulty
beginner

Unreal Blueprints (Visual Scripting)

Structure gameplay logic in Unreal Engine 5 Blueprints: pick the right graph, expose data cleanly, and choose a communication method that doesn't create hard-reference spaghetti. Targets UE 5.4+. (Blueprints are node graphs; the snippets below describe node flows.)

When to use

  • Use when authoring a Blueprint Class, wiring the Event Graph (BeginPlay/Tick/overlap), using the Construction Script, creating variables/functions/macros, or choosing how two Blueprints communicate (Cast, Interface, or Event Dispatcher).
  • Use when the project has *.uproject and Blueprint *.uasset files, and the user works visually rather than in C++.

When not to use: performance-critical systems, large data structures, or anything that benefits from source control diffs and unit tests → unreal-cpp-gameplay. Player input mapping → unreal-enhanced-input. AI logic → unreal-behavior-trees.

Core workflow

  1. Choose the Blueprint type. A Blueprint Class (derived from Actor/Pawn/Character/ ActorComponent) defines a reusable object. The Level Blueprint is a per-level graph for level-specific scripting only — don't put reusable logic there.
  2. Use the Construction Script for editor-time setup (procedural placement, configuring components from variables) — it runs when the actor is placed or edited, not during play.
  3. Use the Event Graph for runtime logic. Event BeginPlay for init, input/overlap events for reactions. Avoid Event Tick unless you truly need per-frame work.
  4. Expose data with variables; click the eye icon to make a variable Instance Editable, and group related ones with categories. Mark pure functions (no exec pin) for getters.
  5. Pick a communication method by coupling (see Patterns): direct Cast for things you own, Blueprint Interface to call across types without hard references, Event Dispatcher to broadcast one-to-many.
  6. Verify with the Blueprint debugger: drop breakpoints on nodes, watch variable values, and use Print String to confirm execution paths during Play In Editor (PIE).

Patterns

1. Reactive Event Graph (no Tick)
text
Event BeginPlay
  -> Set 'StartLocation' = GetActorLocation
  -> Bind Event to OnComponentBeginOverlap (TriggerVolume) [calls custom event OnEnterZone]

OnEnterZone (Other Actor)
  -> Branch: Other Actor == Player?
       True  -> Open Door (Timeline drives the rotation)   // event-driven, runs once

Prefer events (overlaps, timers, dispatchers) and Timelines over polling in Tick.

2. Direct reference + Cast (tight coupling, use sparingly)
text
Overlapped Actor (Actor ref)
  -> Cast To BP_Player
       Cast Failed -> (do nothing)
       Success     -> call BP_Player.ApplyDamage(10)

Cast To creates a hard reference to that class (it loads with this Blueprint). Fine when the caller genuinely depends on that type; otherwise prefer an Interface.

Show full SKILL.md (203 more words)Show less
3. Blueprint Interface (decoupled call)
text
// 1. Create BPI_Interactable with function 'Interact(Instigator)'.
// 2. Add the interface to BP_Door, BP_Chest, BP_Lever and implement 'Interact' in each.
// 3. Caller, with any Actor ref:
Player presses Use
  -> Does Object Implement Interface (BPI_Interactable)?  // safe check, no Cast/hard ref
       True -> Interact (Message) on Target Actor
4. Event Dispatcher (one-to-many broadcast)
text
// In BP_Player: declare Event Dispatcher 'OnHealthChanged (float NewHealth)'.
TakeDamage -> Set Health -> Call 'OnHealthChanged' (Health)   // broadcast

// In WBP_HUD BeginPlay: Bind Event to 'OnHealthChanged' -> update health bar.
// Many listeners can bind; the player never references them.

Pitfalls

  • Cast spaghetti / long load times — chains of Cast To create hard references that pull whole asset trees into memory. Decouple with Interfaces or Dispatchers.
  • Logic in the Level Blueprint that should be reusable — it can't be reused across levels. Put it in a Blueprint Class.
  • Event Tick overuse — every-frame nodes add up fast. Use events, Timers (Set Timer by Event), and Timelines instead.
  • Construction Script doing gameplay — it runs in the editor on edit/placement; spawning gameplay actors or starting logic there causes editor-only artifacts. Init in BeginPlay.
  • Variable not visible on the instance — toggle Instance Editable (the eye); to edit before spawn via Spawn node, also mark "Expose on Spawn".
  • Interface call did nothing — the target doesn't implement the interface; use "Does Implement Interface" before calling, or use the Message version which is safe on non-implementers.

References

  • For a decision guide on Cast vs Interface vs Event Dispatcher and step-by-step dispatcher binding, read references/communication.md.
  • Primary docs: "Blueprints Visual Scripting" (https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-blueprints-visual-scripting-in-unreal-engine).
  • unreal-cpp-gameplay — when to drop to C++; how BP and C++ classes interoperate.
  • unreal-enhanced-input — the modern way to feed input events into these graphs.
  • unreal-behavior-trees — AI decision logic that Blueprints trigger.

© ukanwat, Apache-2.0. 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 1 other file (references) in .claude/skills/unreal-blueprints of ukanwat/overtime.

  • SKILL.md
  • references/communication.md

Open the folder on GitHubat commit 2f4ac6b

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Unreal Blueprints 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 Blueprints compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Blueprints this skillukanwat/overtime3871 repos~1.5kAutomated safety check: PassApache-2.0
Unreal BridgeTornLux/UnrealBridge306—~8.4kAutomated safety check: NotesMIT
Unreal Blueprint Authoringflopperam/unreal-engine-mcp1.1k—~1.6kAutomated safety check: PassNone
UMG Material MCPwinyunq/UnrealMotionGraphicsMCP210—~913Automated safety check: PassMIT
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

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Works with

Questions about Unreal Blueprints

What does Unreal Blueprints do?

Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces…. Unreal Blueprints is an agent skill from ukanwat/overtime. Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers).

When should I use Unreal Blueprints?

Unreal Blueprints fits situations like: working in Blueprints; wiring an event graph; deciding how Blueprints talk to each other; the user mentions Blueprint.

How do I install Unreal Blueprints in Claude Code?

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

How do I install Unreal Blueprints in Codex?

Run `npx skills add ukanwat/overtime --skill unreal-blueprints -a codex`. Or copy the skill folder (.claude/skills/unreal-blueprints in ukanwat/overtime) into .agents/skills/unreal-blueprints in your project. Codex loads it when a task matches its description.

Can I use Unreal Blueprints 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 ukanwat/overtime --skill unreal-blueprints -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-blueprints, .gemini/skills/unreal-blueprints, .github/skills/unreal-blueprints and .opencode/skills/unreal-blueprints in your project.

What does Unreal Blueprints need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal Blueprints is instructions for the agent only. Compatibility (from SKILL.md): Unreal Engine 5.4+ (docs verified against current UE5; Blueprint VM).

Does Unreal Blueprints access the network?

SKILL.md names 1 domain. In commands or code: dev.epicgames.com; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.

Is Unreal Blueprints 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 Blueprints use?

Unreal Blueprints is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unreal Blueprints use?

About 1.5k tokens (SKILL.md is roughly 6k 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 971 tokens, read only when the agent opens those files.

What are the alternatives to Unreal Blueprints?

Skills that share tags, products or a category with Unreal Blueprints: Unreal Bridge (TornLux/UnrealBridge, 306 stars), Unreal Blueprint Authoring (flopperam/unreal-engine-mcp, 1.1k stars), UMG Material MCP (winyunq/UnrealMotionGraphicsMCP, 210 stars) and Unreal Animation Bone Editor (kevinpbuckley/VibeUE, 730 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Blueprints?

ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 10, 2026.

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