Agent skill

Bpx Widget

by wilddogjp in wilddogjp/openbpx

BPX widget construction and inspection skill. An agent skill from wilddogjp/openbpx.

Apache-2.0Auto-check passed

Install Bpx Widget

skills CLI
$ npx skills add wilddogjp/openbpx --skill bpx-widget -a claude-code

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

GitHub CLI
$ gh skill install wilddogjp/openbpx bpx-widget --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/wilddogjp/openbpx.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/bpx-widget .claude/skills/bpx-widget && 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
bpx-widget
GitHub stars
101
Token cost
~5.7k tokens
SKILL.md length
1,288 words
Files
1
Skills in repo
20
Repo updated
First seen
Licence
Apache-2.0

At a glance

BPX widget construction and inspection skill. An agent skill from wilddogjp/openbpx.

  • Widget-init/read/parent-class/add/remove/write workflows
  • SKILL.md covers Usage, Behavior, Supported Widgets and Supported Writes, plus 5 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Bpx Widget is an agent skill from wilddogjp/openbpx. BPX widget construction and inspection skill. Use for widget-init/read/parent-class/add/remove/write workflows.

Its SKILL.md is about 5.7k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

The repository describes itself as: OpenBPX: Blueprint Toolkit for Unreal Engine. The licence is Apache-2.0.

When your agent uses it

  • Widget-init/read/parent-class/add/remove/write workflows

Example prompts

  • “/bpx-widget”

What it can do on your machine

Read from SKILL.md and the folder at commit 1508eb3. 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 (its code samples are bash).

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

  • Network

    No URLs in SKILL.md.

    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

Bpx Widget loads about 5.7k tokens when it runs. Until then it costs about 31 tokens; SKILL.md has 1,288 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~31
When it runs · the whole SKILL.md, loaded when a task matches
~5.7k

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 wilddogjp/openbpx at commit 1508eb3, republished under its Apache-2.0 licence (© wilddogjp). 1,288 words, ~5,657 tokens.

Download SKILL.mdSave it as .claude/skills/bpx-widget/SKILL.md (or your agent's skills folder).
name
bpx-widget
description
BPX widget construction and inspection skill. Use for widget-init/read/parent-class/add/remove/write workflows.

widget

PREREQUISITE: Read bpx-shared.

Usage

bash
bpx blueprint widget-read <file.uasset> [--export <n>]
bpx blueprint widget-init <out.uasset> --template <minimum> [--engine <auto|ue5.6>] [--asset-name <Name>] [--package-path </Game/...>] [--parent-class </Script/Module.ClassName>] [--force] [--dry-run] [--backup]
bpx blueprint widget-parent-class <file.uasset> --class </Script/Module.ClassName> [--export <n>] [--dry-run] [--backup]
bpx blueprint widget-add <file.uasset> --parent <path|name|root> --type <image|textblock|richtextblock|progressbar|slider|spacer|scrollbar|editabletext|editabletextbox|multilineeditabletextbox|spinbox|comboboxstring|checkbox|userwidget|button|border|retainerbox|invalidationbox|menuanchor|namedslot|sizebox|scalebox|backgroundblur|safezone|windowtitlebararea|canvaspanel|overlay|verticalbox|horizontalbox|stackbox|scrollbox|wrapbox|gridpanel|uniformgridpanel|widgetswitcher|listview|tileview|treeview> --name <Widget_N> [--class </Game/...> when --type userwidget] [--export <n>] [--dry-run] [--backup]
bpx blueprint widget-remove <file.uasset> --widget <path|name> [--export <n>] [--dry-run] [--backup]
bpx blueprint widget-write <file.uasset> --widget <path|name> --property <text|visibility|render-opacity|brush-image|progressbar-percent|progressbar-fill-color|slider-value|slider-min-value|slider-max-value|slider-step-size|slider-orientation|spacer-size|scrollbar-thickness|scrollbar-orientation|checkbox-checked-state|checkbox-is-checked|editabletext-hint-text|editabletext-is-read-only|editabletext-is-password|editabletext-minimum-desired-width|editabletext-justification|editabletextbox-hint-text|editabletextbox-is-read-only|editabletextbox-is-password|editabletextbox-minimum-desired-width|editabletextbox-justification|multilineeditabletextbox-hint-text|multilineeditabletextbox-is-read-only|multilineeditabletextbox-justification|spinbox-value|spinbox-min-value|spinbox-max-value|spinbox-delta|comboboxstring-selected-option|comboboxstring-options|is-focusable|button-is-focusable|checkbox-is-focusable|slider-is-focusable|scrollbox-is-focusable|comboboxstring-is-focusable|listview-entry-widget-class|listview-orientation|listview-selection-mode|listview-consume-mouse-wheel|listview-is-focusable|listview-return-focus-to-selection|listview-clear-scroll-velocity-on-selection|listview-scroll-into-view-alignment|listview-wheel-scroll-multiplier|listview-enable-scroll-animation|listview-allow-overscroll|listview-enable-right-click-scrolling|listview-enable-touch-scrolling|listview-is-pointer-scrolling-enabled|listview-is-gamepad-scrolling-enabled|listview-horizontal-entry-spacing|listview-vertical-entry-spacing|listview-scrollbar-padding|tileview-entry-width|tileview-entry-height|tileview-scrollbar-disabled-visibility|tileview-entry-size-includes-entry-spacing|scrollbox-orientation|scrollbox-scrollbar-visibility|scrollbox-consume-mouse-wheel|sizebox-width-override|sizebox-width|sizebox-height-override|sizebox-height|sizebox-min-desired-width|sizebox-min-desired-height|sizebox-max-desired-width|sizebox-max-desired-height|sizebox-min-aspect-ratio|sizebox-max-aspect-ratio|scalebox-stretch|scalebox-stretch-direction|scalebox-user-specified-scale|scalebox-ignore-inherited-scale|wrapbox-wrap-size|wrapbox-explicit-wrap-size|wrapbox-inner-slot-padding|wrapbox-orientation|widgetswitcher-active-widget-index|retainerbox-retain-render|retainerbox-render-on-invalidation|retainerbox-render-on-phase|retainerbox-phase|retainerbox-phase-count|backgroundblur-strength|backgroundblur-apply-alpha-to-blur|safezone-pad-left|safezone-pad-right|safezone-pad-top|safezone-pad-bottom|invalidationbox-can-cache|uniformgridpanel-min-desired-slot-width|uniformgridpanel-min-desired-slot-height|uniformgridpanel-slot-padding|text-color-and-opacity|text-color|text-font|text-font-family|text-typeface|text-font-size|text-justification|text-auto-wrap-text|text-wrap-text-at|text-line-height-percentage|text-shadow-offset|text-shadow-color-and-opacity|text-outline-size|text-outline-color|button-normal-image|button-hovered-image|button-pressed-image|button-disabled-image|button-normal-tint|button-hovered-tint|button-pressed-tint|button-disabled-tint|button-normal-image-size|button-hovered-image-size|button-pressed-image-size|button-disabled-image-size|button-normal-draw-as|button-hovered-draw-as|button-pressed-draw-as|button-disabled-draw-as|menu-anchor-placement|button-background-color|button-color-and-opacity|border-padding|border-brush-color|border-content-color-and-opacity|border-horizontal-alignment|border-vertical-alignment|grid-row-fill|grid-column-fill|richtext-style-set|richtext-decorator-classes|richtext-override-default-style|richtext-default-font|richtext-default-font-family|richtext-default-typeface|richtext-default-font-size|richtext-default-color-and-opacity|richtext-default-shadow-offset|richtext-default-shadow-color-and-opacity|richtext-default-outline-size|richtext-default-outline-color|richtext-auto-wrap-text|richtext-wrap-text-at|richtext-line-height-percentage|richtext-justification|slot-padding|slot-size|slot-horizontal-alignment|slot-vertical-alignment|slot-row|slot-column|slot-row-span|slot-column-span|slot-layer|slot-nudge|layout-position|layout-size|layout-anchors|layout-alignment|layout-data> --value <value> [--export <n>] [--dry-run] [--backup]

Behavior

  • widget-read: reads WidgetBlueprint / WidgetTree hierarchy as normalized JSON, plus logical widget aggregation and high-level widget/slot summaries.
  • widget-init: clones a validated empty WidgetBlueprint template into a new output asset and rewrites package/object identity; this is the default starting point for unspecified new-widget requests.
  • widget-parent-class: rewrites the compiled /Script/... parent class on a rootless WidgetBlueprint before widgets are added.
  • widget-add: creates a root container/content widget or inserts a bare child widget under supported panel/content parents.
  • widget-remove: removes one non-root leaf widget from the logical WidgetTree and related WidgetBlueprint metadata.
  • widget-write: updates one logical widget across designer/generated trees.
  • Do not repurpose or mutate an existing WidgetBlueprint unless the user explicitly identifies that asset as the edit target.
  • Pair multi-step widget edits with bpx validate <file.uasset> when you want a structural safety pass after a write chain.

[!CAUTION] This skill is write-heavy. Confirm intent and run --dry-run first.

Supported Widgets

  • Rootless start: widget-init --template minimum, optionally followed by widget-parent-class or widget-init --parent-class while the asset still has no root widget.
  • Root / parent containers: CanvasPanel, Overlay, VerticalBox, HorizontalBox, StackBox, ScrollBox, WrapBox, GridPanel, UniformGridPanel, WidgetSwitcher, ListView, TileView, TreeView, Button, CheckBox, Border, RetainerBox, InvalidationBox, MenuAnchor, NamedSlot, SizeBox, ScaleBox, BackgroundBlur, SafeZone, and WindowTitleBarArea.
  • Child widgets: Image, TextBlock, RichTextBlock, ProgressBar, Slider, Spacer, ScrollBar, EditableText, EditableTextBox, MultiLineEditableTextBox, SpinBox, ComboBoxString, ListView, TileView, TreeView, CheckBox, and userwidget.
  • widget-add --type userwidget expects a WidgetBlueprint asset path like /Game/UI/WBP_Status and instantiates the referenced WidgetBlueprintGeneratedClass as a child widget.
  • Parent-class rewrites currently accept compiled /Script/... classes, including project/plugin module classes such as /Script/LyraGame.LyraActivatableWidget.

Supported Writes

  • Universal reads/writes: text, visibility, render-opacity, brush-image.
  • Basic widgets: progressbar-percent, progressbar-fill-color, slider-value, slider-min-value, slider-max-value, slider-step-size, slider-orientation, spacer-size, scrollbar-thickness, scrollbar-orientation, checkbox-checked-state, checkbox-is-checked, editabletext-hint-text, editabletext-is-read-only, editabletext-is-password, editabletext-minimum-desired-width, editabletext-justification, editabletextbox-hint-text, editabletextbox-is-read-only, editabletextbox-is-password, editabletextbox-minimum-desired-width, editabletextbox-justification, multilineeditabletextbox-hint-text, multilineeditabletextbox-is-read-only, multilineeditabletextbox-justification, spinbox-value, spinbox-min-value, spinbox-max-value, spinbox-delta, comboboxstring-selected-option, comboboxstring-options, is-focusable, button-is-focusable, checkbox-is-focusable, slider-is-focusable, scrollbox-is-focusable, comboboxstring-is-focusable, listview-entry-widget-class, listview-orientation, listview-selection-mode, listview-consume-mouse-wheel, listview-is-focusable, listview-return-focus-to-selection, listview-clear-scroll-velocity-on-selection, listview-scroll-into-view-alignment, listview-wheel-scroll-multiplier, listview-enable-scroll-animation, listview-allow-overscroll, listview-enable-right-click-scrolling, listview-enable-touch-scrolling, listview-is-pointer-scrolling-enabled, listview-is-gamepad-scrolling-enabled, listview-horizontal-entry-spacing, listview-vertical-entry-spacing, listview-scrollbar-padding, tileview-entry-width, tileview-entry-height, tileview-scrollbar-disabled-visibility, tileview-entry-size-includes-entry-spacing, scrollbox-orientation, scrollbox-scrollbar-visibility, scrollbox-consume-mouse-wheel, sizebox-width-override, sizebox-width, sizebox-height-override, sizebox-height, sizebox-min-desired-width, sizebox-min-desired-height, sizebox-max-desired-width, sizebox-max-desired-height, sizebox-min-aspect-ratio, sizebox-max-aspect-ratio, scalebox-stretch, scalebox-stretch-direction, scalebox-user-specified-scale, scalebox-ignore-inherited-scale, wrapbox-wrap-size, wrapbox-explicit-wrap-size, wrapbox-inner-slot-padding, wrapbox-orientation, widgetswitcher-active-widget-index, retainerbox-retain-render, retainerbox-render-on-invalidation, retainerbox-render-on-phase, retainerbox-phase, retainerbox-phase-count, backgroundblur-strength, backgroundblur-apply-alpha-to-blur, safezone-pad-left, safezone-pad-right, safezone-pad-top, safezone-pad-bottom, invalidationbox-can-cache, uniformgridpanel-min-desired-slot-width, uniformgridpanel-min-desired-slot-height, uniformgridpanel-slot-padding.
  • EditableText: generic text plus editabletext-hint-text, editabletext-is-read-only, editabletext-is-password, editabletext-minimum-desired-width, editabletext-justification.
  • EditableTextBox: generic text plus editabletextbox-hint-text, editabletextbox-is-read-only, editabletextbox-is-password, editabletextbox-minimum-desired-width, editabletextbox-justification.
  • MultiLineEditableTextBox: generic text plus multilineeditabletextbox-hint-text, multilineeditabletextbox-is-read-only, multilineeditabletextbox-justification.
  • SpinBox: spinbox-value, spinbox-min-value, spinbox-max-value, spinbox-delta.
  • ComboBoxString: comboboxstring-selected-option, comboboxstring-options, comboboxstring-is-focusable.
  • TextBlock: text-color(-and-opacity), text-font, text-font-family, text-typeface, text-font-size, text-justification, text-auto-wrap-text, text-wrap-text-at, text-line-height-percentage, text-shadow-offset, text-shadow-color-and-opacity, text-outline-size, text-outline-color.
  • Button: per-state brush image/tint/size/draw-as writes plus button-background-color, button-color-and-opacity, and button-is-focusable.
  • Border: border-padding, border-brush-color, border-content-color-and-opacity, border-horizontal-alignment, border-vertical-alignment.
  • GridPanel: grid-row-fill, grid-column-fill.
  • RichTextBlock: richtext-style-set, richtext-decorator-classes, richtext-override-default-style, richtext-default-font, richtext-default-font-family, richtext-default-typeface, richtext-default-font-size, richtext-default-color-and-opacity, richtext-default-shadow-offset, richtext-default-shadow-color-and-opacity, richtext-default-outline-size, richtext-default-outline-color, richtext-auto-wrap-text, richtext-wrap-text-at, richtext-line-height-percentage, richtext-justification.
  • Slot/layout writes: slot-padding, slot-size, slot-horizontal-alignment, slot-vertical-alignment, slot-row, slot-column, slot-row-span, slot-column-span, slot-layer, slot-nudge, layout-position, layout-size, layout-anchors, layout-alignment, layout-data.

Known Gaps

  • widget-move and widget-clone are not implemented.
  • widget-remove is intentionally narrow: non-root leaf widgets only.
  • Broader RichTextBlock styling such as strike brushes, transform policy, and material-backed font overrides is not implemented yet.
  • CommonUI-specific widget/property writers are not implemented yet.
  • widget-parent-class is intentionally narrow: rootless WidgetBlueprints only, and compiled /Script/... parent classes only.
  • If the user asks to create a widget without explicitly naming an existing .uasset to edit, treat it as a new-widget request and start from bpx blueprint widget-init ... --template minimum.
  • Do not choose an existing WidgetBlueprint as a base asset unless the user explicitly asks to modify that specific widget.
  • Start a new widget with bpx blueprint widget-init ... --template minimum so BPX clones a validated empty WidgetBlueprint. If the widget should inherit a compiled project/plugin class, set it before adding the root widget with --parent-class /Script/... or widget-parent-class --class /Script/....
  • Run widget-building commands sequentially on the same asset. Do not parallelize widget-init, widget-parent-class, repeated widget-add / widget-remove, or widget-write steps.
  • Add exactly one root container with widget-add --parent root. The common choices are canvaspanel, overlay, verticalbox, horizontalbox, scrollbox, sizebox, border, or button depending on layout intent.
  • Add child widgets under that parent with widget-add --parent <panel> and keep names unique. Use --type userwidget --class /Game/.../WBP_Name when the user wants to compose with another WidgetBlueprint.
  • For nested multi-child layouts, build the tree in exact order and switch to full widget paths as soon as siblings exist. A proven sequence is root -> CanvasPanel -> Image1 -> Image2 -> Overlay -> Image3.
  • After each nested widget-add, re-run widget-read and confirm the new logical path exists before continuing. This catches regressions like a missing second child under CanvasPanel or Overlay early.
  • Fill in appearance after structure. Common writes are layout-data, slot-*, brush-image, text, text-color, text-font-family, text-font-size, text-auto-wrap-text, progressbar-percent, slider-value, checkbox-is-checked, sizebox-width, and scrollbox-orientation.
  • Use widget-remove only for non-root leaf cleanup after confirming the exact path with widget-read.
  • Keep the order stable: later widget commands depend on the export/name/import state produced by earlier ones.
  • Re-check the tree with widget-read; use validate when you want an extra safety pass after a multi-step edit chain.
  • Treat testdata/golden/ue5.6/operations/widget_add_image_nested_overlay as the ground-truth fixture for nested CanvasPanel -> Overlay -> Image behavior. If a fresh asset differs or opens badly in UE, compare against that operation first.
  • --package-path is a directory like /Game/UI, not a full asset path like /Game/UI/WBP_Login. When the destination is already under a UE Content directory, keep --package-path / --asset-name aligned with that filesystem location.
  • brush-image expects a UE package path like /Game/UI/T_Icon, not a filesystem path like C:\Textures\Icon.png.
  • If your shell rewrites /Game/... arguments (for example Git Bash/MSYS), disable path conversion for those arguments first.
Show full SKILL.md (390 more words)Show less

Worked Recipe

bash
export MSYS_NO_PATHCONV=1
bpx blueprint widget-init ./Content/WBP_Status.uasset --template minimum --asset-name WBP_Status --package-path /Game
bpx blueprint widget-add ./Content/WBP_Status.uasset --parent root --type canvaspanel --name Canvas_Root
bpx blueprint widget-add ./Content/WBP_Status.uasset --parent Canvas_Root --type image --name Image_Circle
bpx blueprint widget-add ./Content/WBP_Status.uasset --parent Canvas_Root --type image --name Image_Square
bpx blueprint widget-add ./Content/WBP_Status.uasset --parent Canvas_Root --type textblock --name Text_Label
bpx blueprint widget-write ./Content/WBP_Status.uasset --widget Canvas_Root/Image_Circle --property brush-image --value /Game/Textures/Circle
bpx blueprint widget-write ./Content/WBP_Status.uasset --widget Canvas_Root/Image_Square --property brush-image --value /Game/Textures/Square
bpx blueprint widget-write ./Content/WBP_Status.uasset --widget Canvas_Root/Text_Label --property text --value "Hello World"
bpx blueprint widget-read ./Content/WBP_Status.uasset
bpx validate ./Content/WBP_Status.uasset
bash
export MSYS_NO_PATHCONV=1
bpx blueprint widget-init ./Content/WBP_MenuRoot.uasset --template minimum --asset-name WBP_MenuRoot --package-path /Game/UI --parent-class /Script/LyraGame.LyraActivatableWidget
bpx blueprint widget-add ./Content/WBP_MenuRoot.uasset --parent root --type overlay --name Overlay_1
bpx blueprint widget-add ./Content/WBP_MenuRoot.uasset --parent Overlay_1 --type userwidget --class /Game/UI/WBP_Status --name WBP_Status_1
bpx blueprint widget-write ./Content/WBP_MenuRoot.uasset --widget Overlay_1/WBP_Status_1 --property slot-horizontal-alignment --value fill
bpx blueprint widget-read ./Content/WBP_MenuRoot.uasset
bpx validate ./Content/WBP_MenuRoot.uasset
bash
export MSYS_NO_PATHCONV=1
bpx blueprint widget-init ./Content/WBP_NestedStatus.uasset --template minimum --asset-name WBP_NestedStatus --package-path /Game
bpx blueprint widget-add ./Content/WBP_NestedStatus.uasset --parent root --type canvaspanel --name CanvasPanel_1
bpx blueprint widget-add ./Content/WBP_NestedStatus.uasset --parent CanvasPanel_1 --type image --name Image_1
bpx blueprint widget-add ./Content/WBP_NestedStatus.uasset --parent CanvasPanel_1 --type image --name Image_2
bpx blueprint widget-add ./Content/WBP_NestedStatus.uasset --parent CanvasPanel_1 --type overlay --name Overlay_1
bpx blueprint widget-add ./Content/WBP_NestedStatus.uasset --parent CanvasPanel_1/Overlay_1 --type image --name Image_3
bpx blueprint widget-read ./Content/WBP_NestedStatus.uasset
bpx validate ./Content/WBP_NestedStatus.uasset
  • The first recipe is the preferred happy-path for "new widget + CanvasPanel + Image x2 + TextBlock x1".
  • The second recipe shows the safe parent-class-first flow for project/plugin widget bases plus child userwidget composition.
  • When the request is simply "make a widget" and no existing target asset is named, use this widget-init-first flow instead of editing a pre-existing WidgetBlueprint.
  • The third recipe is the regression-sensitive nested path that should yield CanvasPanel_1, CanvasPanel_1/Image_1, CanvasPanel_1/Image_2, CanvasPanel_1/Overlay_1, and CanvasPanel_1/Overlay_1/Image_3 in widget-read.
  • Do not insert manual name add steps in the normal widget workflow. widget-add and widget-write --property brush-image are expected to manage required names/imports themselves.
  • If a freshly built widget-init asset still reports missing NameMap/import-add names, treat that as a stale binary/build mismatch and update bpx instead of patching NameMap by hand.
  • Use full widget paths like Canvas_Root/Image_Circle once the tree has more than one child; that avoids ambiguous selectors and keeps later writes aligned with the intended widget.
  • In the nested recipe, use the full path CanvasPanel_1/Overlay_1 for the final add. Do not rely on bare Overlay_1 once siblings already exist under CanvasPanel_1.
  • If a nested asset passes BPX validate but still behaves differently in UE, diff it against widget_add_image_nested_overlay before hand-editing NameMap, imports, or GeneratedClass data.

Code-Aligned Caveats

  • On a normal widget-init -> widget-add flow, you should not need manual name add before inserting widgets.
  • If widget-add on a fresh widget reports missing NameMap/import-add names, suspect a stale bpx binary rather than treating manual NameMap surgery as standard workflow.
  • Nested multi-child panels can appear in WidgetVariableNameToGuidMap without appearing in GeneratedVariables or PropertyGuids. widget_add_image_nested_overlay is the reference case: Overlay_1 is real and valid there even though it does not become a generated class field.
  • widget-parent-class is only safe before a root widget exists. Once the WidgetBlueprint has a root/widget tree, change the structure instead of trying to reparent the class in place.
  • widget-add --type userwidget expects a WidgetBlueprint asset path like /Game/UI/WBP_Status, not a generated-class path like /Game/UI/WBP_Status_C.
  • widget-remove is conservative by design: it supports only non-root leaf widgets and only compacts orphan export/import/name entries when the remaining references validate cleanly.
  • BPX structural validate is necessary but not sufficient for UE-openability on newly generated nested widgets. If the editor still crashes or refuses to open, compare both widget-read output and the binary delta against the UE-authored nested fixture before widening BPX special-cases.

High-Signal Examples

bash
bpx blueprint widget-init ./Content/WBP_Login.uasset --template minimum --asset-name WBP_Login --package-path /Game/UI
bpx blueprint widget-add ./Content/WBP_Login.uasset --parent root --type canvaspanel --name Canvas_Root
bpx blueprint widget-add ./Content/WBP_Login.uasset --parent Canvas_Root --type image --name Image_Logo
bpx blueprint widget-write ./Content/WBP_Login.uasset --widget Canvas_Root/Image_Logo --property brush-image --value /Game/UI/T_Logo

© wilddogjp, 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

Just SKILL.md in skills/bpx-widget of wilddogjp/openbpx.

Open the folder on GitHubat commit 1508eb3

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More from wilddogjp/openbpx

All 20 skills in this repo
  • Bpx Blueprint

    wilddogjp/openbpx

    BPX blueprint command skill. An agent skill from wilddogjp/openbpx.

    101 GitHub stars~1.4k tokensUpdated 3 mo ago
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  • Bpx Datatable

    wilddogjp/openbpx

    BPX datatable command skill. An agent skill from wilddogjp/openbpx.

    101 GitHub stars~589 tokensUpdated 3 mo ago
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  • Bpx Import

    wilddogjp/openbpx

    BPX import command skill. An agent skill from wilddogjp/openbpx.

    101 GitHub stars~410 tokensUpdated 3 mo ago
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  • Bpx Level

    wilddogjp/openbpx

    BPX level command skill. An agent skill from wilddogjp/openbpx.

    101 GitHub stars~547 tokensUpdated 3 mo ago
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  • Bpx Localization

    wilddogjp/openbpx

    BPX localization command skill. An agent skill from wilddogjp/openbpx.

    101 GitHub stars~878 tokensUpdated 3 mo ago
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  • Bpx Metadata

    wilddogjp/openbpx

    BPX metadata command skill. An agent skill from wilddogjp/openbpx.

    101 GitHub stars~431 tokensUpdated 3 mo ago
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Questions about Bpx Widget

What does Bpx Widget do?

BPX widget construction and inspection skill. An agent skill from wilddogjp/openbpx. Bpx Widget is an agent skill from wilddogjp/openbpx. BPX widget construction and inspection skill.

When should I use Bpx Widget?

Bpx Widget fits situations like: widget-init/read/parent-class/add/remove/write workflows.

How do I install Bpx Widget in Claude Code?

Run `npx skills add wilddogjp/openbpx --skill bpx-widget -a claude-code`. Or copy the skill folder (skills/bpx-widget in wilddogjp/openbpx) into .claude/skills/bpx-widget in your project. Claude Code loads it when a task matches its description.

How do I install Bpx Widget in Codex?

Run `npx skills add wilddogjp/openbpx --skill bpx-widget -a codex`. Or copy the skill folder (skills/bpx-widget in wilddogjp/openbpx) into .agents/skills/bpx-widget in your project. Codex loads it when a task matches its description.

Can I use Bpx Widget 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 wilddogjp/openbpx --skill bpx-widget -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/bpx-widget, .gemini/skills/bpx-widget, .github/skills/bpx-widget and .opencode/skills/bpx-widget in your project.

What does Bpx Widget need to run?

SKILL.md names no scripts, command-line tools or credentials: Bpx Widget is instructions for the agent only.

Does Bpx Widget access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Bpx Widget 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 Bpx Widget use?

Bpx Widget is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Bpx Widget use?

About 5.7k tokens (SKILL.md is roughly 23k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Bpx Widget?

Skills that share tags, products or a category with Bpx Widget: Init (asgeirtj/system_prompts_leaks, 69k stars), Init (asgeirtj/system_prompts_leaks, 69k stars), Node Inspect Debugger (openclaw/openclaw, 392k stars) and Makepad Widgets (sickn33/agentic-awesome-skills, 47k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Bpx Widget?

wilddogjp (a GitHub organization) maintains it in wilddogjp/openbpx, which has 101 GitHub stars. The repository holds 20 skills in this directory. The repository was last updated on June 19, 2026.

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