Claude Skill

ue5-auto-assistant

UE5.6/UE5.7 automatic assistant entry for beginners. Use when users ask Unreal questions without naming a specific skill. Auto-route to the most precise UE5 skill and recommend dedicated MCP tools.

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Download teixasalone-unrealengine5-skills-skills_ue5-auto-assistant-397623a.zip · 4 KB
Part of teixasalone/unrealengine5-skills — 3 skills

Install

skills CLI npx skills add https://github.com/teixasalone/UnrealEngine5-Skills/tree/main/skills/ue5-auto-assistant
Claude Code claude plugin marketplace add https://llmmart.ai/marketplace.json && claude plugin install teixasalone-unrealengine5-skills@llmmart
Git git clone https://github.com/teixasalone/UnrealEngine5-Skills.git

The skills CLI installs just this skill, for any of its supported agents. Claude Code installs the whole teixasalone/unrealengine5-skills collection as a plugin from our marketplace. Git is the plain clone.

Skill manifest

Quick Start

  • Treat this as the default entry for UE5.6/UE5.7 requests.
  • Parse user intent first without requiring module names.
  • Route to ue5-module-router when module-level precision is needed.

Workflow

  • Detect request type: Blueprint, C++, UI, save/load, networking, world interaction, debugging, performance, packaging.
  • If module names appear, delegate routing to ue5-module-router.
  • If module names do not appear, route by intent:
    • Blueprint -> ue5-blueprint-workflow
    • C++ gameplay -> ue5-cpp-gameplay
    • UI/UMG/Slate -> ue5-ui-umg-slate
    • save/load/replication -> ue5-save-load-replication
    • pickup/spawner/world interaction -> ue5-world-interaction
    • perf/packaging -> ue5-performance-packaging
    • debugging/validation -> ue5-debug-validation
    • architecture/refactor -> ue5-architecture
  • Return one primary skill and optional secondary skill for cross-domain requests.
  • Return routing payload fields:
    • primary_skill
    • secondary_skill
    • recommended_mcp_tools[]
    • route_confidence
    • route_reason

Natural Language To Skill And Tools

  • Blueprint requests:
    • target skill: ue5-blueprint-workflow
    • recommended tools: blueprint_feature_build, blueprint_modify, blueprint_query
  • C++ gameplay/system requests:
    • target skill: ue5-cpp-gameplay
    • recommended tools: blueprint_query, asset_search, get_output_log
  • UI/UMG/Slate requests:
    • target skill: ue5-ui-umg-slate
    • recommended tools: blueprint_query, blueprint_modify, capture_viewport
  • Save/load/replication requests:
    • target skill: ue5-save-load-replication
    • recommended tools: character_data, blueprint_query, get_output_log
  • World interaction/pickup/spawner requests:
    • target skill: ue5-world-interaction
    • recommended tools: spawn_actor, get_level_actors, set_property, move_actor
  • Performance/packaging requests:
    • target skill: ue5-performance-packaging
    • recommended tools: run_console_command, get_output_log, capture_viewport, open_level
  • Debug/validation requests:
    • target skill: ue5-debug-validation
    • recommended tools: get_output_log, asset_search, blueprint_query, task_list
  • Architecture/module-boundary requests:
    • target skill: ue5-architecture
    • recommended tools: asset_search, asset_dependencies, asset_referencers

Constraints

  • Do not require users to know skill names.
  • Prefer deterministic routing with explicit reason.
  • Keep fallback behavior explicit when confidence is low.
  • Prefer dedicated MCP tools before execute_script.

Failure Handling

  • If intent is ambiguous, return top 2 route candidates and ask one short clarification.
  • If request spans many systems, split into staged route steps.
  • Clarification template:
    • Quick check: do you want A(<candidate_1>) or B(<candidate_2>)?
    • ask once, then continue.

Escalation

  • Escalate when query depends on plugin/engine source outside indexed scope.
  • Escalate when org-level coding standards are required but not available in repo.
Files (unrealengine5-skills)
  • agents
    • openai.yaml 304 B
      display_name: UE5.6/UE5.7 Auto Assistant
      short_description: Beginner-friendly UE5.6/UE5.7 entry that auto-routes normal language requests to the right skill.
      default_prompt: Interpret this UE5.6/UE5.7 request from natural language and auto-route to the best skill, with one primary route and confidence.
      
  • references
    • beginner-smoke-prompts.md 1.7 KB
      # Beginner Smoke Prompts (UE5.6/UE5.7 MCP + Skill)
      
      Use these prompts to validate natural-language routing and MCP tool priority.
      
      ## How To Use
      - Start a new Codex session.
      - Paste one case at a time.
      - Do not include skill names in prompts.
      - Verify expected routing and recommended tools.
      
      ## Case 1: Save/Load
      Prompt: `Inventory is empty after load. Where should I debug first?`
      Expected:
      - primary skill: `ue5-save-load-replication`
      - recommended tools include `get_output_log`, `blueprint_query`
      
      ## Case 2: Module-Specific
      Prompt: `How do I debug material compile stalls in RenderCore?`
      Expected:
      - routed by `ue5-module-router`
      - high confidence when exact module match exists
      
      ## Case 3: Blueprint Hotkey
      Prompt: `In Blueprint, press key 2 to jump and print a log. How do I wire this?`
      Expected:
      - primary skill: `ue5-blueprint-workflow`
      - fast-path for keyboard input (`add_input_key_event` first)
      
      ## Case 4: World Interaction
      Prompt: `I want pickup items that auto-collect when player enters range.`
      Expected:
      - primary skill: `ue5-world-interaction`
      - tools include `spawn_actor`, `get_level_actors`, `set_property`
      
      ## Case 5: UI
      Prompt: `My tooltip is clipped at viewport edges. How should I clamp it?`
      Expected:
      - primary skill: `ue5-ui-umg-slate`
      - tools include `blueprint_query`, `blueprint_modify`, `capture_viewport`
      
      ## Case 6: Performance/Packaging
      Prompt: `Give me a pre-package checklist and profiling order.`
      Expected:
      - primary skill: `ue5-performance-packaging`
      - tools include `run_console_command`, `get_output_log`
      
      ## Pass Criteria
      - correct routing for each prompt
      - dedicated MCP tools prioritized over `execute_script`
      - one clarification only when confidence is low
    • mcp-skill-mapping.md 2.6 KB
      # MCP Skill Mapping (UE5.6/UE5.7)
      
      This file defines skill-to-tool mapping for deterministic routing.
      
      ## ue5-auto-assistant
      - whitelist:
        - `status`, `get_ue_context`, `task_list`, `task_status`
      - graylist:
        - `get_output_log`, `capture_viewport`
      - avoid:
        - `execute_script` as first action
      
      ## ue5-module-router
      - whitelist:
        - `asset_search`, `asset_dependencies`, `asset_referencers`, `blueprint_query`, `get_output_log`
      - graylist:
        - `task_submit`, `task_status`, `task_result`
      - avoid:
        - direct world mutation before route confidence is established
      
      ## ue5-blueprint-workflow
      - whitelist:
        - `blueprint_feature_build`, `blueprint_modify`, `blueprint_query`, `enhanced_input`
      - graylist:
        - `asset_search`, `get_output_log`
      - avoid:
        - `execute_script` unless Blueprint tools cannot express the operation
      
      ## ue5-cpp-gameplay
      - whitelist:
        - `blueprint_query`, `asset_search`, `get_output_log`, `get_ue_context`
      - graylist:
        - `blueprint_modify`
      - avoid:
        - editor-world mutation tools for pure C++ design requests
      
      ## ue5-ui-umg-slate
      - whitelist:
        - `blueprint_query`, `blueprint_modify`, `asset_search`, `capture_viewport`, `get_output_log`
      - graylist:
        - `material`, `asset`
      - avoid:
        - `execute_script` for routine UMG/Slate wiring
      
      ## ue5-save-load-replication
      - whitelist:
        - `character_data`, `blueprint_query`, `blueprint_modify`, `asset`, `asset_search`, `get_output_log`
      - graylist:
        - `task_submit`, `task_status`, `task_result`
      - avoid:
        - client-side-only mutation assumptions without authority checks
      
      ## ue5-world-interaction
      - whitelist:
        - `spawn_actor`, `get_level_actors`, `set_property`, `move_actor`, `delete_actors`, `open_level`, `capture_viewport`
      - graylist:
        - `material`, `character`
      - avoid:
        - `run_console_command` for level switching when `open_level` exists
      
      ## ue5-debug-validation
      - whitelist:
        - `get_output_log`, `asset_search`, `blueprint_query`, `get_level_actors`, `capture_viewport`, `task_list`, `task_status`, `task_result`
      - graylist:
        - `run_console_command`
      - avoid:
        - broad state-changing operations during diagnosis
      
      ## ue5-performance-packaging
      - whitelist:
        - `run_console_command`, `get_output_log`, `capture_viewport`, `open_level`, `asset_dependencies`, `asset_referencers`, `asset_search`
      - graylist:
        - `task_submit`, `task_status`, `task_result`
      - avoid:
        - `execute_script` before standard profiling/validation tools are exhausted
      
      ## ue5-architecture
      - whitelist:
        - `asset_search`, `asset_dependencies`, `asset_referencers`, `blueprint_query`, `get_ue_context`
      - graylist:
        - `get_output_log`
      - avoid:
        - direct mutation tools unless explicitly requested
      
    • natural-language-triggers.md 795 B
      # Natural Language Triggers
      
      ## Example User Prompts
      - How do I add a keyboard hotkey in Blueprint?
      - Why is my inventory data empty after loading save data?
      - How do I write a reusable UE5 C++ component?
      - Tooltip goes off-screen in UMG. How should I fix it?
      - What should I check before packaging?
      
      ## Expected Routing
      - Blueprint behavior -> `ue5-blueprint-workflow`
      - C++ / class design -> `ue5-cpp-gameplay`
      - UI / UMG / Slate -> `ue5-ui-umg-slate`
      - save/load / replication -> `ue5-save-load-replication`
      - world interaction / pickup -> `ue5-world-interaction`
      - performance / packaging -> `ue5-performance-packaging`
      - debugging / validation -> `ue5-debug-validation`
      - module boundary / architecture -> `ue5-architecture`
      - if module names appear, route through `ue5-module-router` first
  • SKILL.md 3.2 KB
    ---
    name: ue5-auto-assistant
    description: UE5.6/UE5.7 automatic assistant entry for beginners. Use when users ask Unreal questions without naming a specific skill. Auto-route to the most precise UE5 skill and recommend dedicated MCP tools.
    ---
    
    # Quick Start
    - Treat this as the default entry for UE5.6/UE5.7 requests.
    - Parse user intent first without requiring module names.
    - Route to `ue5-module-router` when module-level precision is needed.
    
    # Workflow
    - Detect request type: Blueprint, C++, UI, save/load, networking, world interaction, debugging, performance, packaging.
    - If module names appear, delegate routing to `ue5-module-router`.
    - If module names do not appear, route by intent:
      - Blueprint -> `ue5-blueprint-workflow`
      - C++ gameplay -> `ue5-cpp-gameplay`
      - UI/UMG/Slate -> `ue5-ui-umg-slate`
      - save/load/replication -> `ue5-save-load-replication`
      - pickup/spawner/world interaction -> `ue5-world-interaction`
      - perf/packaging -> `ue5-performance-packaging`
      - debugging/validation -> `ue5-debug-validation`
      - architecture/refactor -> `ue5-architecture`
    - Return one primary skill and optional secondary skill for cross-domain requests.
    - Return routing payload fields:
      - `primary_skill`
      - `secondary_skill`
      - `recommended_mcp_tools[]`
      - `route_confidence`
      - `route_reason`
    
    # Natural Language To Skill And Tools
    - Blueprint requests:
      - target skill: `ue5-blueprint-workflow`
      - recommended tools: `blueprint_feature_build`, `blueprint_modify`, `blueprint_query`
    - C++ gameplay/system requests:
      - target skill: `ue5-cpp-gameplay`
      - recommended tools: `blueprint_query`, `asset_search`, `get_output_log`
    - UI/UMG/Slate requests:
      - target skill: `ue5-ui-umg-slate`
      - recommended tools: `blueprint_query`, `blueprint_modify`, `capture_viewport`
    - Save/load/replication requests:
      - target skill: `ue5-save-load-replication`
      - recommended tools: `character_data`, `blueprint_query`, `get_output_log`
    - World interaction/pickup/spawner requests:
      - target skill: `ue5-world-interaction`
      - recommended tools: `spawn_actor`, `get_level_actors`, `set_property`, `move_actor`
    - Performance/packaging requests:
      - target skill: `ue5-performance-packaging`
      - recommended tools: `run_console_command`, `get_output_log`, `capture_viewport`, `open_level`
    - Debug/validation requests:
      - target skill: `ue5-debug-validation`
      - recommended tools: `get_output_log`, `asset_search`, `blueprint_query`, `task_list`
    - Architecture/module-boundary requests:
      - target skill: `ue5-architecture`
      - recommended tools: `asset_search`, `asset_dependencies`, `asset_referencers`
    
    # Constraints
    - Do not require users to know skill names.
    - Prefer deterministic routing with explicit reason.
    - Keep fallback behavior explicit when confidence is low.
    - Prefer dedicated MCP tools before `execute_script`.
    
    # Failure Handling
    - If intent is ambiguous, return top 2 route candidates and ask one short clarification.
    - If request spans many systems, split into staged route steps.
    - Clarification template:
      - `Quick check: do you want A(<candidate_1>) or B(<candidate_2>)?`
      - ask once, then continue.
    
    # Escalation
    - Escalate when query depends on plugin/engine source outside indexed scope.
    - Escalate when org-level coding standards are required but not available in repo.

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