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.
Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++.
$ npx skills add ukanwat/overtime --skill unreal-niagara -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install ukanwat/overtime unreal-niagara --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-niagara .claude/skills/unreal-niagara && 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-niagara" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-niagara into .claude/skills/unreal-niagara/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara", 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-niagaraType 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-niagara -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install ukanwat/overtime unreal-niagara --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-niagara .agents/skills/unreal-niagara && 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-niagara" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-niagara into .agents/skills/unreal-niagara/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara", 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-niagara -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install ukanwat/overtime unreal-niagara --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-niagara .cursor/skills/unreal-niagara && 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-niagara" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-niagara into .cursor/skills/unreal-niagara/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara", 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-niagara--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-niagara -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install ukanwat/overtime unreal-niagara --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-niagara .gemini/skills/unreal-niagara && 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-niagara" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-niagara into .gemini/skills/unreal-niagara/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara", 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-niagaraInstalls 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-niagara -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-niagara .github/skills/unreal-niagara && 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-niagara" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-niagara into .github/skills/unreal-niagara/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara", 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-niagara -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-niagara --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-niagara .opencode/skills/unreal-niagara && 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-niagara" agent skill from https://github.com/ukanwat/overtime/tree/main/.claude/skills/unreal-niagara into .opencode/skills/unreal-niagara/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara", 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-niagaraCreate and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++.
Unreal Niagara is an agent skill from ukanwat/overtime. Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS/NE assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.
Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts. Compatibility notes: Unreal Engine 5.4+ (Niagara is the current VFX system; Cascade is legacy)
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.
4 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).
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+ (Niagara is the current VFX system; Cascade is legacy)
From compatibility in the SKILL.md frontmatter.
Unreal Niagara loads about 1.5k tokens when it runs. Until then it costs about 99 tokens; SKILL.md has 493 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). 493 words, ~1,501 tokens.
.claude/skills/unreal-niagara/SKILL.md (or your agent's skills folder).Build and control real-time visual effects in UE5 with Niagara: understand the System/Emitter/Module hierarchy, expose parameters you can drive from gameplay, and spawn effects at runtime. Targets UE 5.4+. (Niagara replaces the legacy Cascade system.)
NS_) and Emitters (NE_), wiring modules in the
spawn/update stages, exposing User parameters to gameplay, or spawning/driving an effect
(impact, muzzle flash, fire, magic) from Blueprint or C++.NS_/NE_ assets or references UNiagaraComponent.When not to use: material/shader authoring (the look of a surface, not particles) is a
separate topic; shader-programming covers cross-engine shader concepts. Audio for the effect
→ audio-design.
NS_) is the effect you place/spawn; it
contains one or more Emitters (NE_, often emitter templates). Each emitter runs in
stages: Emitter Spawn/Update, Particle Spawn/Update, optional Event Handler, and
Render.System, Emitter, Particle, and User. Only
User-namespace parameters are exposed to and settable from Blueprint/C++; the others are
internal to the simulation.UNiagaraFunctionLibrary::SpawnSystemAtLocation (world position)
or SpawnSystemAttached (follows a component/socket), which return a UNiagaraComponent.Activate/Deactivate it.#include "NiagaraFunctionLibrary.h"
#include "NiagaraComponent.h"
// ImpactSystem is a UPROPERTY(EditAnywhere) TObjectPtr<UNiagaraSystem>.
void AProjectile::SpawnImpact(const FVector& Location, const FRotator& Rotation)
{
UNiagaraComponent* FX = UNiagaraFunctionLibrary::SpawnSystemAtLocation(
GetWorld(), ImpactSystem, Location, Rotation);
// FX auto-destroys when finished for a one-shot (system marked non-looping).
}UNiagaraComponent* Muzzle = UNiagaraFunctionLibrary::SpawnSystemAttached(
MuzzleSystem, WeaponMesh, FName("MuzzleSocket"),
FVector::ZeroVector, FRotator::ZeroRotator,
EAttachLocation::SnapToTarget, /*bAutoDestroy*/ true);// Only User-namespace parameters can be set from gameplay. Names match the User parameter.
if (UNiagaraComponent* Fire = UNiagaraFunctionLibrary::SpawnSystemAttached(
FireSystem, RootComponent, NAME_None, FVector::ZeroVector, FRotator::ZeroRotator,
EAttachLocation::KeepRelativeOffset, /*bAutoDestroy*/ false))
{
Fire->SetVariableFloat(FName("SpawnRate"), 250.f); // User.SpawnRate
Fire->SetVariableLinearColor(FName("FireColor"), FLinearColor::Red);
}Spawn System at Location (System = NS_Impact, Location, Rotation) -> returns Niagara Component
On the returned component:
Set Niagara Variable (Float) Name="SpawnRate" Value=250
Set Niagara Variable (LinearColor) Name="FireColor" Value=RedbAutoDestroy = false and never
Deactivate()d; manage the returned component's lifetime, or mark the system non-looping for
one-shots.https://dev.epicgames.com/documentation/en-us/unreal-engine/overview-of-niagara-effects-for-unreal-engine)
and the UNiagaraFunctionLibrary / UNiagaraComponent API. Add the Niagara module to
*.Build.cs for C++ access.shader-programming — material/shader concepts for particle materials.unreal-cpp-gameplay — spawning effects from gameplay code and module setup.unreal-blueprints — triggering effects from visual scripts.© 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
Just SKILL.md in .claude/skills/unreal-niagara 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 Niagara 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 Niagara 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 | 338 | — | ~1.8k | Automated safety check: Pass | MIT | |
| Unreal Actor-Component Architecturequodsoler/unreal-engine-skills | 362 | — | ~7.5k | Automated safety check: Pass | MIT | |
| Unreal Engine Animation Systemquodsoler/unreal-engine-skills | 362 | — | ~7k | Automated safety check: Pass | MIT | |
| Unreal Engine Async and Threadingquodsoler/unreal-engine-skills | 362 | — | ~8k | Automated safety check: Pass | MIT | |
| Unreal Blueprint and C++ Interopquodsoler/unreal-engine-skills | 362 | — | ~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
Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Unreal Niagara is an agent skill from ukanwat/overtime. Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++.
Unreal Niagara fits situations like: building particle effects; spawning a Niagara system at runtime; setting User parameters; the user mentions Niagara.
Run `npx skills add ukanwat/overtime --skill unreal-niagara -a claude-code`. Or copy the skill folder (.claude/skills/unreal-niagara in ukanwat/overtime) into .claude/skills/unreal-niagara in your project. Claude Code loads it when a task matches its description.
Run `npx skills add ukanwat/overtime --skill unreal-niagara -a codex`. Or copy the skill folder (.claude/skills/unreal-niagara in ukanwat/overtime) into .agents/skills/unreal-niagara 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-niagara -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-niagara, .gemini/skills/unreal-niagara, .github/skills/unreal-niagara and .opencode/skills/unreal-niagara in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Niagara is instructions for the agent only. Compatibility (from SKILL.md): Unreal Engine 5.4+ (Niagara is the current VFX system; Cascade is legacy).
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 Niagara 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.
Skills that share tags, products or a category with Unreal Niagara: Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 338 stars), Unreal Actor-Component Architecture (quodsoler/unreal-engine-skills, 362 stars), Unreal Engine Animation System (quodsoler/unreal-engine-skills, 362 stars) and Unreal Engine Async and Threading (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.
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.