Individual skill

umg-widgets

Create and modify UMG Widget Blueprints (UI) — build the widget hierarchy, set properties, style fonts/brushes, author widget animations, bind events, capture previews, run PIE checks, and wire MVVM ViewModels. Use when the user asks to create a UI/HUD/menu, add or arrange widgets (Button, TextBlock, Image, panels), style or animate a widget, or set up data bindings in a Widget Blueprint (WBP).

Content/Skills/umg-widgets/SKILL.md

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Last checked
Nov 10, 2026

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826
Repository last updated
Nov 10, 2026
License
MIT

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> 🧠 **Brains complement:** IF an `unreal-engine-skills-manager` tool (external MCP) exists in this session, call it with `{action: "load", skill: "umg-and-slate"}` for UE domain knowledge on this topic — correct APIs, architecture, best practices — and treat it as the rubric for any review / "best practices" question. If no such tool is available (e.g. running under Claude Code or Codex without that MCP), skip this line entirely and proceed with this skill alone — do NOT attempt the call.

# UMG Widget Blueprints Skill

This skill covers authoring **Widget Blueprints (WBP)** with `WidgetService`. Read the Critical Rules
below first — they prevent the most common failures. Then pick a task from the Task Index and load the
matching workflow doc and/or run the matching sample script.

> Load the **`blueprints`** skill when you also need to add Blueprint variables, functions, or
> components, and **`blueprint-graphs`** when wiring event-graph nodes for bound events.

## Critical Rules

### 🚨 Creating Widget Blueprints — only one pattern works
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