Unreal Engine Skills (quodsoler)
31 Unreal Engine C++ skills checked against the UE 5.8 headers: gameplay framework, GAS, animation, networking, rendering, AI, UI, tools and more.
- GitHub stars
- 403 (GitHub stars as of 2026-10-21)
- License
- MIT
- Last commit
- 2026/09/28
- By
- quodsoler
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
npx skills add quodsoler/unreal-engine-skillsInstalls to .agents/skills/ and symlinks into .claude/skills/ for Claude Code.
npx skills add quodsoler/unreal-engine-skills --skill ue-project-context ue-cpp-foundations ue-gameplay-abilitiesAlways include ue-project-context: every other skill reads the project document it writes.
Commands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- 31 skills covering core C++, the gameplay framework, GAS, animation, rendering, Niagara, audio, AI, networking, UI and editor tools
- ue-project-context, which writes .agents/ue-project-context.md for every other skill to read
- APIs checked against the UE 5.8 headers, with deprecated forms listed separately
Good fit
- Writing production UE5 C++ with an agent instead of Blueprint-only workflows
- Projects that need consistent conventions across many systems
Not for
- Blueprint-only projects: the skills target C++
Try this prompt
Add a gameplay ability for a dash with a cooldown, using GAS in C++.Overview
A collection of Unreal Engine C++ skills built so coding agents write code that compiles against UE 5.8. The author states that every API in every skill was checked against the 5.8 headers and source, and that every C++ example compiles against 5.8. Where an API changed, the skill lists the old form under "Deprecated — do not use".
How the skills fit together
ue-project-context is the foundation: it captures your project's modules, target platforms and conventions in .agents/ue-project-context.md, and every other skill reads that file first. The rest are grouped into core C++, gameplay, rendering and VFX, world, AI and logic, UI and input, and tools.
Ten of the skills have their own pages here, starting with UE C++ Foundations and UE Character Movement.
Requirements
- An Unreal Engine 5.8 C++ project
FAQ
Skills in this collection (10 listed)
See all 10UE Actor & Component Architecture
Write and debug AActor and UActorComponent C++ for UE 5.8: lifecycle, spawning, default subobjects, attachment, tick groups and actor pooling.
UE AI & Navigation
Unreal Engine C++ AI: AI controllers, behavior tree nodes, blackboards, AI perception, navmesh pathfinding, EQS and Smart Objects.
UE Animation System
Unreal Engine animation C++: AnimInstance subclasses, thread-safe updates, montages and notifies, curves, blend spaces, state machines, linked layers and root motion.
UE Async & Threading
Move work off Unreal's game thread and back: UE::Tasks, Async and futures, ParallelFor, runnables, locks, timers and tickers.
UE Audio System
Play, mix and debug sound in Unreal Engine: one-shot SFX, ambience, music, dialogue, MetaSounds, attenuation, submixes, Quartz and modulation.
UE Blueprint and C++ Interop
Expose C++ to Blueprint and call Blueprint from C++: UFUNCTION specifiers, native events, function libraries, latent and async actions, and interfaces.
UE C++ Foundations
Unreal Engine C++ reflection and core types: UCLASS, UPROPERTY and UFUNCTION, smart pointers, containers, delegates, subsystems and garbage collection.
UE Character Movement
Write and debug UCharacterMovementComponent code: custom movement modes, floor detection, jumping, crouching, root motion, moving platforms and client prediction.
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