unreal-blueprint-codegenlisted
Install: claude install-skill maystudios/claude-skills
# Unreal Engine Blueprint Code Generation (UE 5.4–5.7)
Generate complete `.uasset` files (Blueprints, Widget Blueprints, domain assets) from C++ in an editor module. Validated against UE 5.7. Most patterns work back to 5.4.
## When this skill applies
User wants to **author asset content programmatically** — variables, function graphs, event-graph wiring, widget hierarchies, UMG animations, custom asset graphs — instead of clicking through the editor. Typical use case: generating Marketplace sample content (Quick-Start, walkthrough, demo conversations) so it can be regenerated reproducibly instead of hand-pruning binary `.uasset` files.
If the user only wants runtime widget instantiation (`CreateWidget` / `WidgetTree->ConstructWidget` at game time), this skill is overkill — that's just normal UMG.
## Hard prerequisites
- **C++ editor module** with `Type=Editor` (or `UncookedOnly`). Python cannot author event graphs — `UEdGraph`/`UK2Node_*` are not exposed. Set up a `UBlueprintFunctionLibrary` in C++ and call its UFUNCTIONs from Python if a Python entry point is needed.
- Module must depend on at least: `UnrealEd`, `BlueprintGraph`, `Kismet`, `KismetCompiler`, `AssetTools`, `AssetRegistry`. Add `UMG`, `UMGEditor`, `MovieScene`, `MovieSceneTracks` for Widget Blueprints. See [assets/experiment-module-template/](assets/experiment-module-template/) for a working `.Build.cs`.
- IWYU: include each engine header explicitly. Forward-declare `UPackage`/`UObject` etc. in your own h