← ClaudeAtlas

unreal-blueprint-codegenlisted

Programmatically generate Unreal Engine 5.x Blueprint and Widget Blueprint .uasset files from C++. Use when building a content generator for Fab/Marketplace samples, Quick-Start kits, tutorial assets, or editor utilities that mass-produce Blueprints, Widget Blueprints with UMG animations, or domain assets (dialogue, quest, ability data). Covers UBlueprint creation with full event-graph authoring (UK2Node_*, FBlueprintEditorUtils), UWidgetBlueprint hierarchies, UWidgetAnimation with MovieScene tracks and keyframes, two-pass compile, and the K2Node spawn idiom. Triggers on "create a Blueprint generator", "generate WBP from C++", "programmatically author event graph", "build dialogue/quest assets from code", "editor utility to generate marketplace samples", or any task involving FKismetEditorUtilities::CreateBlueprint, UWidgetBlueprintFactory, FBlueprintEditorUtils::AddMemberVariable, or UMovieScene2DTransformTrack.
maystudios/claude-skills · ★ 21 · Code & Development · score 79
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