Unreal Bridge
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
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…
$ npx skills add ukanwat/overtime --skill unreal-blueprints -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime unreal-blueprints --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/unreal-blueprints .claude/skills/unreal-blueprints && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "unreal-blueprints" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-blueprints into .claude/skills/unreal-blueprints/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprints", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-blueprintsType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add ukanwat/overtime --skill unreal-blueprints -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime unreal-blueprints --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/unreal-blueprints .agents/skills/unreal-blueprints && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unreal-blueprints" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-blueprints into .agents/skills/unreal-blueprints/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprints", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill unreal-blueprints -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime unreal-blueprints --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/unreal-blueprints .cursor/skills/unreal-blueprints && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unreal-blueprints" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-blueprints into .cursor/skills/unreal-blueprints/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprints", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/ukanwat/overtime.git --path .claude/skills/unreal-blueprints--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add ukanwat/overtime --skill unreal-blueprints -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime unreal-blueprints --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/unreal-blueprints .gemini/skills/unreal-blueprints && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unreal-blueprints" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-blueprints into .gemini/skills/unreal-blueprints/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprints", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install ukanwat/overtime unreal-blueprintsInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add ukanwat/overtime --skill unreal-blueprints -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/unreal-blueprints .github/skills/unreal-blueprints && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unreal-blueprints" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-blueprints into .github/skills/unreal-blueprints/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprints", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add ukanwat/overtime --skill unreal-blueprints -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install ukanwat/overtime unreal-blueprints --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/unreal-blueprints .opencode/skills/unreal-blueprints && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unreal-blueprints" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-blueprints into .opencode/skills/unreal-blueprints/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-blueprints", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unreal-blueprintsBuild 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). 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.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 2f4ac6b. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
No scripts in the folder and no shell commands in SKILL.md.
From the folder's file list and the shell code blocks in SKILL.md.
Hosts in commands or code, which the agent is likely to contact:
dev.epicgames.comFrom URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unreal Engine 5.4+ (docs verified against current UE5; Blueprint VM)
From compatibility in the SKILL.md frontmatter.
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.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from ukanwat/overtime at commit 2f4ac6b, republished under its Apache-2.0 licence (© ukanwat). 545 words, ~1,488 tokens.
.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.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.)
*.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.
Event BeginPlay for init, input/overlap events
for reactions. Avoid Event Tick unless you truly need per-frame work.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 oncePrefer events (overlaps, timers, dispatchers) and Timelines over polling in Tick.
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.
// 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// 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.Cast To create hard references that pull
whole asset trees into memory. Decouple with Interfaces or Dispatchers.Event Tick overuse — every-frame nodes add up fast. Use events, Timers
(Set Timer by Event), and Timelines instead.references/communication.md.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
SKILL.md and 1 other file (references) in .claude/skills/unreal-blueprints of ukanwat/overtime.
Open the folder on GitHubat commit 2f4ac6b
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.
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal Blueprints this skillukanwat/overtime | 387 | 1 repos | ~1.5k | Automated safety check: Pass | Apache-2.0 | |
| Unreal BridgeTornLux/UnrealBridge | 306 | — | ~8.4k | Automated safety check: Notes | MIT | |
| Unreal Blueprint Authoringflopperam/unreal-engine-mcp | 1.1k | — | ~1.6k | Automated safety check: Pass | None | |
| UMG Material MCPwinyunq/UnrealMotionGraphicsMCP | 210 | — | ~913 | Automated safety check: Pass | MIT | |
| Unreal Animation Bone Editorkevinpbuckley/VibeUE | 730 | — | ~1.3k | Automated safety check: Pass | MIT | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 338 | — | ~1.8k | Automated safety check: Pass | MIT |
TornLux/UnrealBridge
Execute Python scripts inside a running Unreal Engine 5.3+ editor via TCP bridge.
flopperam/unreal-engine-mcp
Walks an agent through creating and editing Unreal Engine Blueprints with the Flopperam MCP's bp_* tools, from inspection to commit and verification.
winyunq/UnrealMotionGraphicsMCP
Creates, edits and compiles Unreal Engine 5.8 material assets as one HLSL Custom node through the UMG MCP bridge, instead of editing .uasset files directly.
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.
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.
flopperam/unreal-engine-mcp
Guides scene and world building in Unreal Engine through the Flopperam MCP: placing actors, sculpting landscapes, scattering foliage, editing materials and verifying the level.
ukanwat/overtime
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization.
ukanwat/overtime
Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing…
ukanwat/overtime
Build branching dialogue and narrative — a node/choice graph with conditions, variables, and localization hooks — and choose between authoring tools Ink and Yarn Spinner or a custom data-driven…
ukanwat/overtime
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API.
ukanwat/overtime
Add "juice" and game feel that makes actions satisfying — screen shake, hit-stop/freeze frames, tweened/eased motion, squash & stretch, knockback, and layered audio-visual feedback — as…
ukanwat/overtime
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a…
Works with
Categories
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).
Unreal Blueprints fits situations like: working in Blueprints; wiring an event graph; deciding how Blueprints talk to each other; the user mentions Blueprint.
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.
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.
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.
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).
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.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Unreal 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.
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.
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.
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.