Agent Skills: Unreal Development Skill

Unreal Engine integration skill for C++/Blueprint development, actor lifecycle management, plugin development, and editor automation. Enables LLMs to interact with Unreal Editor through MCP servers for level manipulation, Blueprint generation, and automated workflows.

UncategorizedID: a5c-ai/babysitter/unreal-development

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plugins/babysitter/skills/babysit/process/specializations/game-development/skills/unreal-development/SKILL.md

Skill Metadata

Name
unreal-development
Description
Unreal Engine integration skill for C++/Blueprint development, actor lifecycle management, plugin development, and editor automation. Enables LLMs to interact with Unreal Editor through MCP servers for level manipulation, Blueprint generation, and automated workflows.

Unreal Development Skill

Comprehensive Unreal Engine development integration for AI-assisted game creation, editor automation, and project management.

Overview

This skill provides capabilities for interacting with Unreal Engine projects, including C++ development, Blueprint visual scripting, actor management, and build automation. It leverages the Unreal MCP ecosystem for direct editor integration when available.

Capabilities

Project Management

  • Create and configure Unreal projects
  • Manage project settings (Project Settings, DefaultEngine.ini, etc.)
  • Configure plugin dependencies
  • Set up module structure for code organization

C++ Development

  • Generate Actor and Component classes with proper UCLASS macros
  • Create UObject subclasses with reflection support
  • Implement interfaces (UInterface)
  • Write custom Editor modules
  • Generate unit tests using Automation Framework

Blueprint Visual Scripting

  • Generate Blueprint classes from specifications
  • Create Blueprint function libraries
  • Design Blueprint interfaces
  • Build reusable Blueprint macros
  • Generate data-only Blueprints

Actor and Component System

  • Create and modify Actors programmatically
  • Design component hierarchies
  • Implement tick and lifecycle management
  • Set up actor replication for multiplayer

Level Design

  • Create and modify levels
  • Place actors and configure properties
  • Set up level streaming
  • Configure World Partition settings

Build System

  • Configure build settings for multiple platforms
  • Create build scripts using BuildGraph
  • Set up CI/CD pipelines
  • Manage platform-specific configurations

Prerequisites

Unreal Engine Installation

  • Unreal Engine 5.0 or higher recommended
  • Visual Studio 2022 with C++ game development workload
  • .NET 6.0 SDK for tooling

MCP Server (Recommended)

For direct Unreal Editor integration:

{
  "mcpServers": {
    "unreal": {
      "command": "python",
      "args": ["-m", "unreal_mcp"],
      "env": {
        "UNREAL_PROJECT_PATH": "/path/to/project.uproject"
      }
    }
  }
}

Alternative MCP servers:

  • UnrealMCP (kvick-games) - TCP server with JSON commands
  • unreal-mcp (chongdashu) - Natural language control
  • Unreal_mcp (ChiR24) - C++ Automation Bridge

Usage Patterns

Creating an Actor Class (C++)

// MyCharacter.h
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"

UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
    GENERATED_BODY()

public:
    AMyCharacter();

protected:
    virtual void BeginPlay() override;
    virtual void Tick(float DeltaTime) override;
    virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
    float MoveSpeed = 600.0f;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Movement")
    float JumpHeight = 420.0f;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
    class UCameraComponent* CameraComponent;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
    class USpringArmComponent* SpringArmComponent;

private:
    void MoveForward(float Value);
    void MoveRight(float Value);
    void StartJump();
    void StopJump();
};
// MyCharacter.cpp
#include "MyCharacter.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "GameFramework/CharacterMovementComponent.h"

AMyCharacter::AMyCharacter()
{
    PrimaryActorTick.bCanEverTick = true;

    // Create spring arm
    SpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
    SpringArmComponent->SetupAttachment(RootComponent);
    SpringArmComponent->TargetArmLength = 400.0f;
    SpringArmComponent->bUsePawnControlRotation = true;

    // Create camera
    CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
    CameraComponent->SetupAttachment(SpringArmComponent);

    // Configure movement
    GetCharacterMovement()->MaxWalkSpeed = MoveSpeed;
    GetCharacterMovement()->JumpZVelocity = JumpHeight;
}

void AMyCharacter::BeginPlay()
{
    Super::BeginPlay();
}

void AMyCharacter::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
}

void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
    Super::SetupPlayerInputComponent(PlayerInputComponent);

    PlayerInputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward);
    PlayerInputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight);
    PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AMyCharacter::StartJump);
    PlayerInputComponent->BindAction("Jump", IE_Released, this, &AMyCharacter::StopJump);
}

void AMyCharacter::MoveForward(float Value)
{
    if (Value != 0.0f)
    {
        const FRotator Rotation = Controller->GetControlRotation();
        const FRotator YawRotation(0, Rotation.Yaw, 0);
        const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
        AddMovementInput(Direction, Value);
    }
}

void AMyCharacter::MoveRight(float Value)
{
    if (Value != 0.0f)
    {
        const FRotator Rotation = Controller->GetControlRotation();
        const FRotator YawRotation(0, Rotation.Yaw, 0);
        const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
        AddMovementInput(Direction, Value);
    }
}

void AMyCharacter::StartJump()
{
    Jump();
}

void AMyCharacter::StopJump()
{
    StopJumping();
}

Creating a Data Asset (C++)

// EnemyDataAsset.h
#pragma once

#include "CoreMinimal.h"
#include "Engine/DataAsset.h"
#include "EnemyDataAsset.generated.h"

UENUM(BlueprintType)
enum class EEnemyType : uint8
{
    Melee,
    Ranged,
    Boss
};

UCLASS(BlueprintType)
class MYGAME_API UEnemyDataAsset : public UPrimaryDataAsset
{
    GENERATED_BODY()

public:
    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Basic Info")
    FString EnemyName;

    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Basic Info")
    EEnemyType EnemyType;

    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
    float MaxHealth = 100.0f;

    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Stats")
    float MoveSpeed = 300.0f;

    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Combat")
    float AttackDamage = 10.0f;

    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Combat")
    float AttackRange = 150.0f;

    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Visuals")
    TObjectPtr<USkeletalMesh> Mesh;

    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Visuals")
    TObjectPtr<UAnimBlueprint> AnimBlueprint;

    // UPrimaryDataAsset interface
    virtual FPrimaryAssetId GetPrimaryAssetId() const override;
};

Gameplay Ability System Example

// MyGameplayAbility.h
#pragma once

#include "CoreMinimal.h"
#include "Abilities/GameplayAbility.h"
#include "MyGameplayAbility.generated.h"

UCLASS()
class MYGAME_API UMyGameplayAbility : public UGameplayAbility
{
    GENERATED_BODY()

public:
    UMyGameplayAbility();

    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
    float CooldownDuration = 1.0f;

    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Ability")
    float ManaCost = 10.0f;

protected:
    virtual void ActivateAbility(
        const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        const FGameplayEventData* TriggerEventData) override;

    virtual void EndAbility(
        const FGameplayAbilitySpecHandle Handle,
        const FGameplayAbilityActorInfo* ActorInfo,
        const FGameplayAbilityActivationInfo ActivationInfo,
        bool bReplicateEndAbility,
        bool bWasCancelled) override;
};

Integration with Babysitter SDK

Task Definition Example

const unrealActorTask = defineTask({
  name: 'unreal-actor-generation',
  description: 'Generate Unreal Engine Actor class',

  inputs: {
    actorType: { type: 'string', required: true }, // Character, Pawn, Actor
    className: { type: 'string', required: true },
    components: { type: 'array', required: true },
    outputPath: { type: 'string', required: true }
  },

  outputs: {
    headerPath: { type: 'string' },
    sourcePath: { type: 'string' },
    success: { type: 'boolean' }
  },

  async run(inputs, taskCtx) {
    return {
      kind: 'skill',
      title: `Generate Unreal Actor: ${inputs.className}`,
      skill: {
        name: 'unreal-development',
        context: {
          operation: 'generate_actor',
          actorType: inputs.actorType,
          className: inputs.className,
          components: inputs.components,
          outputPath: inputs.outputPath
        }
      },
      io: {
        inputJsonPath: `tasks/${taskCtx.effectId}/input.json`,
        outputJsonPath: `tasks/${taskCtx.effectId}/result.json`
      }
    };
  }
});

MCP Server Integration

Available MCP Tools (via unreal-mcp)

| Tool | Description | |------|-------------| | unreal_spawn_actor | Spawn actor in level | | unreal_modify_actor | Modify actor properties | | unreal_create_blueprint | Generate Blueprint class | | unreal_compile | Trigger hot reload/compile | | unreal_build | Build for target platform | | unreal_run_automation | Execute automation tests | | unreal_query_level | Get level structure | | unreal_python_exec | Execute Unreal Python command |

Configuration

{
  "mcpServers": {
    "unreal": {
      "command": "python",
      "args": ["-m", "unreal_mcp"],
      "env": {
        "UNREAL_PROJECT_PATH": "C:/Projects/MyGame/MyGame.uproject",
        "UNREAL_ENGINE_PATH": "C:/Program Files/Epic Games/UE_5.3"
      }
    }
  }
}

Best Practices

  1. UCLASS Macros: Always use appropriate specifiers (BlueprintType, Blueprintable, etc.)
  2. Property Specifiers: Use EditAnywhere/VisibleAnywhere and BlueprintReadWrite/BlueprintReadOnly correctly
  3. Replication: Mark replicated properties with UPROPERTY(Replicated)
  4. Memory Management: Use TObjectPtr for object pointers, avoid raw pointers
  5. Modules: Organize code into logical modules with clear dependencies
  6. Tick Optimization: Only enable tick when necessary, use Timers for periodic tasks

Platform Considerations

| Platform | Key Considerations | |----------|-------------------| | PC | Full feature support, shader model 5+ | | Console | Memory budgets, certification requirements | | Mobile | Simplified rendering, thermal management | | VR | Frame rate requirements, motion sickness prevention |

References