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.
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module…
$ npx skills add ukanwat/overtime --skill unreal-cpp-gameplay -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime unreal-cpp-gameplay --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-cpp-gameplay .claude/skills/unreal-cpp-gameplay && 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-cpp-gameplay" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-cpp-gameplay into .claude/skills/unreal-cpp-gameplay/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-cpp-gameplay", 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-cpp-gameplayType 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-cpp-gameplay -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime unreal-cpp-gameplay --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-cpp-gameplay .agents/skills/unreal-cpp-gameplay && 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-cpp-gameplay" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-cpp-gameplay into .agents/skills/unreal-cpp-gameplay/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-cpp-gameplay", 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-cpp-gameplay -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime unreal-cpp-gameplay --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-cpp-gameplay .cursor/skills/unreal-cpp-gameplay && 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-cpp-gameplay" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-cpp-gameplay into .cursor/skills/unreal-cpp-gameplay/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-cpp-gameplay", 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-cpp-gameplay--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-cpp-gameplay -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime unreal-cpp-gameplay --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-cpp-gameplay .gemini/skills/unreal-cpp-gameplay && 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-cpp-gameplay" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-cpp-gameplay into .gemini/skills/unreal-cpp-gameplay/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-cpp-gameplay", 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-cpp-gameplayInstalls 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-cpp-gameplay -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-cpp-gameplay .github/skills/unreal-cpp-gameplay && 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-cpp-gameplay" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-cpp-gameplay into .github/skills/unreal-cpp-gameplay/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-cpp-gameplay", 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-cpp-gameplay -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-cpp-gameplay --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-cpp-gameplay .opencode/skills/unreal-cpp-gameplay && 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-cpp-gameplay" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-cpp-gameplay into .opencode/skills/unreal-cpp-gameplay/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-cpp-gameplay", 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-cpp-gameplayWrite Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module…
Unreal Cpp Gameplay is an agent skill from ukanwat/overtime. Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATEDBODY, GameMode, ACharacter, or .Build.cs.
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/components-and-gc.md`). Compatibility notes: Unreal Engine 5.4+ (docs verified against current UE5); C++17 toolchain
It sits in Game Development, covering Game development. It works with C++ and 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.
3 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit eac84e0. 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 (its code samples are cpp and csharp).
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); C++17 toolchain
From compatibility in the SKILL.md frontmatter.
Unreal Cpp Gameplay 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 114 tokens; SKILL.md has 451 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 eac84e0, republished under its Apache-2.0 licence (© ukanwat). 451 words, ~1,523 tokens.
.claude/skills/unreal-cpp-gameplay/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.Write correct UE5 gameplay C++: the reflection macros that connect C++ to the editor and Blueprints, the Gameplay Framework class roles, and module dependencies. Targets UE 5.4+.
AActor, APawn, ACharacter, AGameModeBase,
UActorComponent), exposing properties/functions with UPROPERTY/UFUNCTION, setting up a
GameMode's default classes, or adding a module dependency in *.Build.cs.Source/ tree with *.h/*.cpp using UCLASS, and *.Build.cs.When not to use: designer-facing visual logic → unreal-blueprints. Player input
binding details → unreal-enhanced-input. AI logic → unreal-behavior-trees. This skill owns
the C++ class/reflection foundation those build on.
A = Actor-derived, U = UObject/component-derived,
F = plain struct, E = enum, I = interface. The prefix must match the base class.UCLASS() above the class, GENERATED_BODY()
as the first line in the body, and #include "ClassName.generated.h" as the last
include in the header.UPROPERTY (editor/Blueprint visibility and garbage-collection
tracking) and behaviour with UFUNCTION (BlueprintCallable, etc.).CreateDefaultSubobject<T>(TEXT("Name")) and
set the RootComponent.AGameModeBase sets the rules + default classes; APawn/
ACharacter is the controllable body; APlayerController is the player's will;
UActorComponent is reusable behaviour.*.Build.cs (e.g. EnhancedInput) or unresolved-symbol
link errors follow.Ctrl+Alt+F11 for function bodies; full rebuild for
header/UPROPERTY changes) and checking the class/properties appear in the editor.// Pickup.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Pickup.generated.h" // MUST be the last include
UCLASS()
class MYGAME_API APickup : public AActor // MYGAME_API = your module's export macro
{
GENERATED_BODY()
public:
APickup();
// EditAnywhere = tweak per-instance & on the CDO; BlueprintReadWrite = BP get/set.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pickup")
int32 ScoreValue = 10;
// UPROPERTY on a UObject* pointer is what keeps it from being garbage-collected.
UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> Mesh; // UE5: TObjectPtr instead of raw UStaticMeshComponent*
UFUNCTION(BlueprintCallable, Category = "Pickup")
void Collect();
protected:
virtual void BeginPlay() override;
};// Pickup.cpp
#include "Pickup.h"
#include "Components/StaticMeshComponent.h"
APickup::APickup()
{
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
RootComponent = Mesh; // the mesh is this actor's root
}
void APickup::BeginPlay() { Super::BeginPlay(); } // always call Super
void APickup::Collect() { Destroy(); }// MyGameMode.cpp — set in the constructor so the engine spawns your classes.
AMyGameMode::AMyGameMode()
{
DefaultPawnClass = AMyCharacter::StaticClass();
PlayerControllerClass = AMyPlayerController::StaticClass();
}// MyGame.Build.cs
PublicDependencyModuleNames.AddRange(new string[]
{
"Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput"
});generated.h not last / missing — compile errors like "Cannot find generated header" or
"Expected an include". It must be the final include in the header.GENERATED_BODY() — UHT (Unreal Header Tool) errors; it must be the first
thing inside the class body.UObject* without UPROPERTY — the garbage collector doesn't see it and may destroy
it out from under you. Track every UObject pointer with UPROPERTY (use TObjectPtr in UE5).UCLASS/UPROPERTY/headers need a full editor restart + rebuild.UFoo (or a component AFoo) breaks UHT; match the
prefix to the base type.Build.cs
PublicDependencyModuleNames.Super:: in overridden BeginPlay/Tick/etc. skips engine setup.UActorComponent creation/attachment, the UPROPERTY garbage-collection ownership rules
(TObjectPtr, TArray<TObjectPtr<>>, AddToRoot), and a replication primer, read
references/components-and-gc.md.https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-framework-in-unreal-engine).unreal-blueprints — exposing C++ to designers; BP/C++ interop.unreal-enhanced-input — binding input in a C++ Pawn/Character.unreal-behavior-trees — C++ AI tasks driven from a behaviour tree.© 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-cpp-gameplay of ukanwat/overtime.
Open the folder on GitHubat commit eac84e0
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 Cpp 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal Cpp Gameplay this skillukanwat/overtime | 387 | 1 repos | ~1.5k | Automated safety check: Pass | Apache-2.0 | |
| Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin | 332 | — | ~1.8k | Automated safety check: Pass | MIT | |
| Unreal Actor-Component Architecturequodsoler/unreal-engine-skills | 360 | — | ~7.5k | Automated safety check: Pass | MIT | |
| Unreal Engine Animation Systemquodsoler/unreal-engine-skills | 360 | — | ~7k | Automated safety check: Pass | MIT | |
| Unreal Engine Async and Threadingquodsoler/unreal-engine-skills | 360 | — | ~8k | Automated safety check: Pass | MIT | |
| Unreal Blueprint and C++ Interopquodsoler/unreal-engine-skills | 360 | — | ~7.8k | Automated safety check: Pass | MIT |
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.
quodsoler/unreal-engine-skills
Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition.
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.
quodsoler/unreal-engine-skills
Picks and applies the right Unreal Engine C++ concurrency API, from UE::Tasks and FPipe to ParallelFor, FRunnable, locks and timers, with game-thread safety rules.
quodsoler/unreal-engine-skills
Reference for exposing Unreal Engine C++ to Blueprint and calling Blueprint from C++, covering UFUNCTION and UPROPERTY specifiers, latent and async nodes, and interfaces.
quodsoler/unreal-engine-skills
Reference for writing and debugging UCharacterMovementComponent code in Unreal Engine C++: custom movement modes, floor detection, root motion, prediction and gravity.
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
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module…. Unreal Cpp Gameplay is an agent skill from ukanwat/overtime.cs.
Unreal Cpp Gameplay fits situations like: debugging UE C++; deriving from AActor/ACharacter/ AGameModeBase; exposing properties to the editor; the user mentions Unreal C++.
Run `npx skills add ukanwat/overtime --skill unreal-cpp-gameplay -a claude-code`. Or copy the skill folder (.claude/skills/unreal-cpp-gameplay in ukanwat/overtime) into .claude/skills/unreal-cpp-gameplay in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ukanwat/overtime --skill unreal-cpp-gameplay -a codex`. Or copy the skill folder (.claude/skills/unreal-cpp-gameplay in ukanwat/overtime) into .agents/skills/unreal-cpp-gameplay 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-cpp-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/unreal-cpp-gameplay, .gemini/skills/unreal-cpp-gameplay, .github/skills/unreal-cpp-gameplay and .opencode/skills/unreal-cpp-gameplay in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Cpp Gameplay is instructions for the agent only. Compatibility (from SKILL.md): Unreal Engine 5.4+ (docs verified against current UE5); C++17 toolchain.
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 Cpp Gameplay 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 6.1k 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 1k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Unreal Cpp Gameplay: Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 332 stars), Unreal Actor-Component Architecture (quodsoler/unreal-engine-skills, 360 stars), Unreal Engine Animation System (quodsoler/unreal-engine-skills, 360 stars) and Unreal Engine Async and Threading (quodsoler/unreal-engine-skills, 360 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 8, 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.