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UnrealXu/UnrealEngine5-Skills
History
Review weekly changes to SKILL.md before updating. Dates mark the weeks in which we observed each version; checks apply to the recorded commits.
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skills/ue5-architecture/SKILL.md
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Heat
2.0- Star growth, last 7 daysNot available
- Star growth, last 24 hoursNot available
- Rank movement, last 7 daysNot available
- Commits, last 30 daysNot available
- Accounts asking about it through MCP, last 7 daysNot available
- Hot votes this weekNot available
Heat never changes the order by stars, and sponsorship never touches it. How heat works
Stars over time
30-day change not yet available: not enough history.
Individual skills in this repository
- ue5-architecture
skills/ue5-architecture - ue5-auto-assistant
skills/ue5-auto-assistant - ue5-blueprint-workflow
skills/ue5-blueprint-workflow - ue5-cpp-gameplay
skills/ue5-cpp-gameplay - ue5-debug-validation
skills/ue5-debug-validation - ue5-module-router
skills/ue5-module-router - ue5-pcg-building
skills/ue5-pcg-building - ue5-performance-packaging
skills/ue5-performance-packaging - ue5-save-load-replication
skills/ue5-save-load-replication - ue5-ui-umg-slate
skills/ue5-ui-umg-slate - ue5-world-interaction
skills/ue5-world-interaction
How it works
ue5-architecture
When your agent uses it
UE5.6-UE5.8 architecture planning and module boundary design for Unreal projects. Use when requests involve module layout, Build.cs dependencies, reflection exposure strategy, Public/Private API boundaries, naming conventions, and preventing circular dependencies.
What it loads into context
Frontmatter
57 tokensAlways available to the agent
SKILL.md
353 tokensWhen the skill is activated
Reference documents
6,976 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
Scripts executed separately
scripts/generate_module_index_v2.py
Files
SKILL.mdcore1,764 bytesagents/openai.yamlasset315 bytesreferences/build-cs-patterns.mddoc750 bytesreferences/module-layout.mddoc655 bytesreferences/project-adapter.mddoc438 bytesreferences/ue5-engine-module-index-v2.csvasset132,776 bytesreferences/ue5-engine-module-index-v2.mddoc14,541 bytesreferences/ue5-engine-module-index.csvasset81,983 bytesreferences/ue5-engine-module-index.mddoc12,494 bytesreferences/ue5-module-routing-table-draft.csvasset111,740 bytesreferences/ue5-module-routing-table-final.csvasset149,293 bytesscripts/generate_module_index_v2.pyruns20,096 bytes
Read SKILL.md
# Quick Start
- Collect current module list, `*.Build.cs`, and major gameplay/UI systems.
- Propose one target module graph before writing code.
- Output module responsibilities and ownership in a table.
# Workflow
- Identify runtime, editor, UI, networking, and data modules from current codebase.
- Define Public API for each module as minimal headers and Blueprint surface.
- Define Private implementation boundaries and include rules.
- Define `PublicDependencyModuleNames` and `PrivateDependencyModuleNames` per module.
- Report risks: circular includes, over-exposed reflection types, and cross-layer references.
# Constraints
- Keep `UCLASS/USTRUCT/UENUM` only where reflection is required.View the complete source on GitHubue5-auto-assistant
When your agent uses it
UE5.6-UE5.8 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.
What it loads into context
Frontmatter
52 tokensAlways available to the agent
SKILL.md
884 tokensWhen the skill is activated
Reference documents
1,485 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
Files
SKILL.mdcore3,574 bytesSKILL.mdcore3,574 bytesagents/openai.yamlasset304 bytesreferences/beginner-smoke-prompts.mddoc1,929 bytesreferences/mcp-skill-mapping.mddoc2,917 bytesreferences/natural-language-triggers.mddoc942 bytes
Read SKILL.md
# Quick Start
- Treat this as the default entry for UE5.6-UE5.8 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, PCG/procedural generation, 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`View the complete source on GitHubue5-blueprint-workflow
When your agent uses it
UE5.6-UE5.8 Blueprint graph workflow for feature implementation, input events, node wiring, and graph validation. Use when requests involve adding Blueprint logic, keyboard input behavior, function chains, event graph edits, or pin-level connection guidance.
What it loads into context
Frontmatter
62 tokensAlways available to the agent
SKILL.md
1,131 tokensWhen the skill is activated
Reference documents
296 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1) Entry Event
- 2) Core Logic Chain
- 3) Pin Wiring
- 4) State/Output
- 5) Validation and Summary
Files
SKILL.mdcore5,154 bytesSKILL.mdcore5,154 bytesSKILL.mdcore5,154 bytesSKILL.mdcore5,154 bytesSKILL.mdcore5,154 bytesSKILL.mdcore5,154 bytesSKILL.mdcore5,154 bytesSKILL.mdcore5,154 bytesSKILL.mdcore5,154 bytesSKILL.mdcore5,154 bytesSKILL.mdcore5,154 bytesagents/openai.yamlasset345 bytesreferences/bp-node-patterns.mddoc421 bytesreferences/hotkey-fast-path.mddoc475 bytesreferences/project-adapter.mddoc438 bytes
Read SKILL.md
# Quick Start
- Identify target Blueprint asset and graph (`EventGraph` or function graph).
- Confirm requested behavior as event -> logic -> output chain.
- Decide input route first: legacy key event or Enhanced Input action event.
- Produce graph-level steps first, then exact node/pin wiring details.
# API Anchors (UE5.6-UE5.8)
- Keyboard and event node anchors:
- `UK2Node_InputKey`, `UK2Node_InputAction`, `UK2Node_InputActionEvent`
- `UK2Node_CallFunction`, `UK2Node_CustomEvent`
- Enhanced Input anchors:
- `UInputAction`, `UInputMappingContext`
- `UEnhancedInputLocalPlayerSubsystem::AddMappingContext(...)`
- `UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext(...)`View the complete source on GitHubue5-cpp-gameplay
When your agent uses it
UE5.6-UE5.8 gameplay C++ implementation for Actors, Components, DataAssets, and gameplay logic. Use when requests ask to write .h/.cpp pairs, expose UPROPERTY/UFUNCTION to Blueprint, use GameplayTags, or build reusable component-based systems.
What it loads into context
Frontmatter
67 tokensAlways available to the agent
SKILL.md
1,171 tokensWhen the skill is activated
Reference documents
374 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1) Type and File Shape
- 2) Public API Design
- 3) Runtime Implementation
- 4) Replication and RPC (When Needed)
- 5) GameplayTags and Data-Driven Hooks
- 6) Validation Output
Files
SKILL.mdcore5,192 bytesSKILL.mdcore5,192 bytesSKILL.mdcore5,192 bytesagents/openai.yamlasset297 bytesreferences/cpp-class-template.mddoc595 bytesreferences/project-adapter.mddoc438 bytesreferences/reflection-macro-checklist.mddoc671 bytes
Read SKILL.md
# Quick Start
- Confirm target class type (`AActor`, `UActorComponent`, `UObject`, `USaveGame`, etc.).
- Define required Blueprint-facing API before implementation.
- Output both header and source files together.
# API Anchors (UE5.6-UE5.8)
- Reflection and UObject anchors:
- `UCLASS`, `USTRUCT`, `UENUM`, `UINTERFACE`, `GENERATED_BODY()`
- `UPROPERTY(...)`, `UFUNCTION(...)`
- Core gameplay type anchors:
- `AActor`, `UActorComponent`, `UDataAsset`, `UGameInstanceSubsystem`
- `TObjectPtr<>` in headers and `TSubclassOf<>` for class references
- Replication anchors:
- `GetLifetimeReplicatedProps(...)`View the complete source on GitHubue5-debug-validation
When your agent uses it
UE5.6-UE5.8 debugging and validation workflow for logs, asset checks, and regression triage. Use when requests involve troubleshooting why gameplay does not work, validating expected output, narrowing minimal repro, and producing concrete fix steps.
What it loads into context
Frontmatter
58 tokensAlways available to the agent
SKILL.md
1,038 tokensWhen the skill is activated
Reference documents
246 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1) Reproduce and Freeze Context
- 2) Capture Signals
- 3) Validate Data and Assets
- 4) Locate First Bad Transition
- 5) Hypothesis and Verification
- 6) Fix and Regression Validation
Scripts executed separately
scripts/quick_asset_check.pyscripts/scan_output_log.py
Files
SKILL.mdcore4,978 bytesagents/openai.yamlasset314 bytesreferences/log-triage.mddoc364 bytesreferences/minimal-repro-template.mddoc262 bytesreferences/project-adapter.mddoc438 bytesscripts/quick_asset_check.pyruns1,741 bytesscripts/scan_output_log.pyruns1,819 bytes
Read SKILL.md
# Quick Start
- Reproduce issue with minimal steps.
- Collect output log lines and relevant actor/asset state.
- Classify fault domain: data, Blueprint, C++, networking, or editor config.
# API Anchors (UE5.6-UE5.8)
- Core diagnostics anchors:
- `UE_LOG(...)`
- `ensure(...)`, `ensureMsgf(...)`
- `check(...)`, `checkf(...)`
- Runtime debug output anchors:
- `UEngine::AddOnScreenDebugMessage(...)`
- `UKismetSystemLibrary::PrintString(...)`
- Structured log review anchors:View the complete source on GitHubue5-module-router
When your agent uses it
Route UE5.6-UE5.8 questions to the most precise skill using module names, aliases, intent keywords, and layer context. Works for explicit module prompts (RenderCore, AIModule, AssetRegistry) and natural language requests.
What it loads into context
Frontmatter
58 tokensAlways available to the agent
SKILL.md
401 tokensWhen the skill is activated
Reference documents
500 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
Files
SKILL.mdcore1,836 bytesSKILL.mdcore1,836 bytesagents/openai.yamlasset302 bytesreferences/routing-policy.mddoc1,978 bytesreferences/ue5-module-routing-table-draft.deprecated.csvasset111,740 bytesreferences/ue5-module-routing-table-final.csvasset149,293 bytes
Read SKILL.md
# Quick Start
- Extract explicit module names from user prompt first.
- If module is found, route by exact module mapping before keyword heuristics.
- If module is not found, use aliases and layer context.
# Workflow
- Parse prompt for module candidates (for example `RenderCore`, `AIModule`, `AssetRegistry`).
- Lookup module in `ue5-module-routing-table-final.csv`.
- If multiple hits, prioritize:
1. exact module name match
2. Build.cs path similarity
3. alias overlap with prompt keywords
- Return routing payload:
- `primary_skill`View the complete source on GitHubue5-pcg-building
When your agent uses it
UE5.6-UE5.8 PCG building generation workflow for modular buildings, blockouts, facade rules, and runtime generation. Use when requests involve Procedural Content Generation (PCG), Shape Grammar, lot-based building spawn, deterministic random seeds, density/filter pipelines, or converting designer constraints into reusable PCG graphs.
What it loads into context
Frontmatter
76 tokensAlways available to the agent
SKILL.md
1,973 tokensWhen the skill is activated
Reference documents
1,613 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1) Input
- 2) Filter
- 3) Transform
- 4) Grammar
- 5) Output
- 6) Validate
Files
SKILL.mdcore8,992 bytesSKILL.mdcore8,992 bytesSKILL.mdcore8,992 bytesSKILL.mdcore8,992 bytesSKILL.mdcore8,992 bytesSKILL.mdcore8,992 bytesagents/openai.yamlasset309 bytesreferences/pcg-building-graph-patterns.mddoc2,990 bytesreferences/project-adapter.mddoc569 bytesreferences/runtime-generation-validation.mddoc2,974 bytesreferences/shape-grammar-building-pattern.mddoc905 bytes
Read SKILL.md
# Quick Start
- Define generation target: blockout towers, modular facades, or lot-based building sets.
- Define deterministic inputs: lot splines/points, district tags, style preset, and seed.
- Define runtime mode: static bake, on-demand, or runtime scheduled generation.
- Define output mode: Static Mesh instances first, Spawn Actor only for interactive/stateful parts.
# API Anchors (UE5.6-UE5.8)
- Runtime trigger and radii live on `UPCGComponent`:
- `EPCGComponentGenerationTrigger::GenerateAtRuntime`
- `bOverrideGenerationRadii`, `GenerationRadii`, `SchedulingPolicyClass`, `SchedulingPolicy`
- `GenerateLocal(...)`, `Cleanup(...)`
- Runtime scheduler refresh lives on `UPCGSubsystem`:
- UE5.6/UE5.7: `RefreshRuntimeGenComponent(...)`, `RefreshAllRuntimeGenComponents(...)`
- UE5.8: `RefreshRuntimeGenExecutionSource(...)`, `RefreshAllRuntimeGenExecutionSources(...)`View the complete source on GitHubue5-performance-packaging
When your agent uses it
UE5.6-UE5.8 performance and packaging readiness workflow. Use when requests involve PIE performance checks, runtime stat review, pre-package validation, build configuration sanity, and release readiness checklists.
What it loads into context
Frontmatter
51 tokensAlways available to the agent
SKILL.md
1,232 tokensWhen the skill is activated
Reference documents
211 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1) Reproducible Baseline Capture
- 2) Hotspot Isolation
- 3) Asset and Dependency Validation
- 4) Packaging Configuration Validation
- 5) Package Readiness Trial
- 6) Go/No-Go Decision
Files
SKILL.mdcore5,750 bytesSKILL.mdcore5,750 bytesagents/openai.yamlasset322 bytesreferences/prepackage-checklist.mddoc585 bytesreferences/project-adapter.mddoc438 bytes
Read SKILL.md
# Quick Start
- Confirm target platform and build configuration.
- Collect current performance symptoms and packaging goal.
- Output a pre-package checklist plus measurement plan.
# API Anchors (UE5.6-UE5.8)
- Runtime quality and frame-budget anchors:
- `UGameUserSettings::SetOverallScalabilityLevel(...)`
- `UGameUserSettings::SetFrameRateLimit(...)`
- `UGameUserSettings::ApplySettings(...)`
- Packaging settings anchors:
- `UProjectPackagingSettings`
- `BuildConfiguration`, `MapsToCook`, `DirectoriesToAlwaysCook`
- `UsePakFile`, `bUseIoStore`, `bGenerateChunks`View the complete source on GitHubue5-save-load-replication
When your agent uses it
UE5.6-UE5.8 save/load and multiplayer replication workflow for gameplay systems. Use when requests involve SaveGame schema design, serialization, restore pipelines, RepNotify handling, RPC entry points, and server-authoritative validation.
What it loads into context
Frontmatter
59 tokensAlways available to the agent
SKILL.md
1,182 tokensWhen the skill is activated
Reference documents
299 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1) Partition State
- 2) Save Schema
- 3) Save Pipeline
- 4) Load and Restore Pipeline
- 5) Replication Pipeline
- 6) RPC Authority Pipeline
Files
SKILL.mdcore5,592 bytesSKILL.mdcore5,592 bytesagents/openai.yamlasset334 bytesreferences/project-adapter.mddoc438 bytesreferences/replication-checklist.mddoc435 bytesreferences/savegame-schema-pattern.mddoc464 bytes
Read SKILL.md
# Quick Start
- Define what must persist and what must replicate.
- Separate local save state from network runtime state.
- Output data schema, save flow, load flow, and net flow.
# API Anchors (UE5.6-UE5.8)
- Save pipeline anchors:
- `USaveGame`
- `UGameplayStatics::CreateSaveGameObject(...)`
- `UGameplayStatics::SaveGameToSlot(...)`, `LoadGameFromSlot(...)`
- `UGameplayStatics::AsyncSaveGameToSlot(...)`, `AsyncLoadGameFromSlot(...)`
- Replication anchors:
- `GetLifetimeReplicatedProps(...)`
- `DOREPLIFETIME(...)`View the complete source on GitHubue5-ui-umg-slate
When your agent uses it
UE5.6-UE5.8 UI development workflow using UMG and Slate integration. Use when requests involve Widget Blueprint setup, Slate host widgets, lifecycle binding, input and focus handling, tooltip behavior, or viewport clamping logic.
What it loads into context
Frontmatter
61 tokensAlways available to the agent
SKILL.md
1,075 tokensWhen the skill is activated
Reference documents
288 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1) UI Architecture Decision
- 2) Construct and Lifetime
- 3) Data Binding and Refresh
- 4) Input and Focus Ownership
- 5) Tooltip/Popup Viewport Clamp
- 6) Remove and Cleanup
Files
SKILL.mdcore4,872 bytesSKILL.mdcore4,872 bytesSKILL.mdcore4,872 bytesSKILL.mdcore4,872 bytesSKILL.mdcore4,872 bytesSKILL.mdcore4,872 bytesagents/openai.yamlasset342 bytesreferences/project-adapter.mddoc438 bytesreferences/tooltip-patterns.mddoc425 bytesreferences/umg-slate-bridge.mddoc509 bytes
Read SKILL.md
# Quick Start
- Identify whether feature belongs to UMG, Slate, or hybrid bridge.
- Define data source component/subsystem and UI binding point.
- Output widget tree intent and runtime binding sequence.
# API Anchors (UE5.6-UE5.8)
- UMG lifecycle and viewport anchors:
- `UUserWidget::NativeConstruct()`, `UUserWidget::NativeDestruct()`
- `UUserWidget::AddToViewport(...)`
- `UWidget::RemoveFromParent()`
- `UWidget::SetVisibility(...)`
- `UWidget::SetKeyboardFocus()`
- UMG input mode anchors:
- `UWidgetBlueprintLibrary::SetInputMode_UIOnlyEx(...)`View the complete source on GitHubue5-world-interaction
When your agent uses it
UE5.6-UE5.8 world interaction systems for pickups, spawners, overlap/trace checks, and visual feedback. Use when requests involve interactive world actors, spawn logic, pickup behavior, interaction radius checks, success/failure feedback, and actor lifecycle control.
What it loads into context
Frontmatter
66 tokensAlways available to the agent
SKILL.md
1,165 tokensWhen the skill is activated
Reference documents
282 tokensLoaded on request
Token counts are estimates. Scripts run separately; they are not counted as reference context.
The playbook
- 1) Actor and Component Setup
- 2) Detection Path
- 3) Eligibility and Authority
- 4) Resolve Interaction
- 5) Feedback Path
- 6) Lifecycle and Cleanup
Files
SKILL.mdcore5,574 bytesagents/openai.yamlasset332 bytesreferences/pickup-actor-pattern.mddoc448 bytesreferences/project-adapter.mddoc438 bytesreferences/spawner-randomization.mddoc480 bytes
Read SKILL.md
# Quick Start
- Define interaction model: overlap-driven, trace-driven, or explicit use key.
- Define actor set: pickup actor, optional spawner, optional visual mapping data asset.
- Output runtime state transitions from spawn to interaction resolution.
# API Anchors (UE5.6-UE5.8)
- Detection anchors:
- `USphereComponent`, `UBoxComponent`
- `UPrimitiveComponent::OnComponentBeginOverlap`
- `UPrimitiveComponent::OnComponentEndOverlap`
- `FHitResult`
- Trace anchors:
- `UWorld::LineTraceSingleByChannel(...)`
- `UWorld::SweepSingleByChannel(...)`View the complete source on GitHubSkills included
- ue5-architecture
- ue5-auto-assistant
- ue5-blueprint-workflow
- ue5-cpp-gameplay
- ue5-debug-validation
- ue5-module-router
- ue5-pcg-building
- ue5-performance-packaging
- ue5-save-load-replication
- ue5-ui-umg-slate
- ue5-world-interaction
Repository facts
- License
- MIT
- Created
- Mar 2, 2026
- Last pushed
- Aug 26, 2026
- Forks
- 77
- Open issues
- 2
- Project activity
- Slowing
Before you install
Local scriptsAutomated signals, not a guarantee
Checked Nov 6, 2026
Not fully analyzed: some files were too long, unreadable or missing. This never lowers the level.
Show 26 notes
skills/ue5-auto-assistant/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-blueprint-workflow/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-blueprint-workflow/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-blueprint-workflow/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-blueprint-workflow/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-blueprint-workflow/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-blueprint-workflow/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-blueprint-workflow/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-blueprint-workflow/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-blueprint-workflow/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-blueprint-workflow/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-cpp-gameplay/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-cpp-gameplay/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-module-router/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-pcg-building/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-pcg-building/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-pcg-building/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-pcg-building/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-pcg-building/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzedskills/ue5-performance-packaging/SKILL.md:1Analysis incomplete: Referenced executable target unavailable; not analyzed
- No broad tool permissions
- No dangerous shell commands
- No network access
- No hidden or obfuscated text
- No instruction overrides
- No access to secrets
- No requests to vote in Hot
Show all 3 signals by file
skills/ue5-architecture/scripts/generate_module_index_v2.py
- Executable scriptline 1
#!/usr/bin/env python3
skills/ue5-debug-validation/scripts/quick_asset_check.py
- Executable scriptline 1
#!/usr/bin/env python3
skills/ue5-debug-validation/scripts/scan_output_log.py
- Executable scriptline 1
#!/usr/bin/env python3
How the signals fit together
Facts from a static read of the files at the pinned commit. They describe what the code does, not why.
Some files could not be read; the facts below still hold.
Signal confidence: 3 facts
- Executable script in code of a file that runsue5-architecture/scripts/generate_module_index_v2.py:1High confidence
- Executable script in code of a file that runsue5-debug-validation/scripts/quick_asset_check.py:1High confidence
- Executable script in code of a file that runsue5-debug-validation/scripts/scan_output_log.py:1High confidence
Works with
| Agent | Status | Evidence | Install to |
|---|---|---|---|
| Claude Code | Compatible | Standard SKILL.md skills/ue5-architecture/SKILL.md | .claude/skills/<skill-name>/ |
| Codex | Compatible | Standard SKILL.md skills/ue5-architecture/SKILL.md | .agents/skills/<skill-name>/ |
| Cursor | Compatible | Standard SKILL.md skills/ue5-architecture/SKILL.md | .cursor/skills/<skill-name>/ |
| Gemini CLI | Compatible | Standard SKILL.md skills/ue5-architecture/SKILL.md | .gemini/skills/<skill-name>/ |
| GitHub Copilot | Compatible | Standard SKILL.md skills/ue5-architecture/SKILL.md | .github/skills/<skill-name>/ |
| OpenCode | Compatible | Standard SKILL.md skills/ue5-architecture/SKILL.md | .opencode/skills/<skill-name>/ |
- Native The repository ships a manifest, folder or frontmatter field for this agent.
- Compatible A standard SKILL.md that this agent can read.
- Unknown No evidence either way.
Derived automatically from paths, manifests and frontmatter. Not tested on each agent.