CRITICAL: Never make assumptions about the user's project. Every Unreal project is unique in structure, assets, and configuration. Always verify before suggesting code or assets.
Works with
AI-first code editor with Composer
Before installing skills in Cursor, ensure your development environment meets these requirements:
node --versionunreal-engineExecute the skills CLI command in your project's root directory to begin installation:
Fetches unreal-engine from dstn2000/claude-unreal-engine-skill and configures it for Cursor.
The CLI shows a list of agents. Use arrow keys and space to select Cursor:
Confirm successful installation by checking the skill directory location:
Restart Cursor to activate unreal-engine. Access via /unreal-engine in your agent's command palette.
We perform automated surface-level scans (Gen AI Scanner, Socket, Snyk) during installation. These checks detect common vulnerabilities but do not guarantee complete security. Always review skill source code and verify the publisher's reputation before production use.
Skills execute code in your environment. Always review source, verify the publisher, and test in isolation before production.
Submit your Claude Code skill and start earning
Create detailed user stories, acceptance criteria, and feature specs
Example
Generate user stories for 'password reset feature' with acceptance criteria, edge cases, and test scenarios
Reduce spec writing time by 50%, ensure comprehensive coverage
Research competitors, compare features, identify gaps
Example
Analyze 5 competitor products, create feature comparison matrix, suggest differentiation opportunities
Complete competitive research in 2 hours instead of 2 days
Evaluate features using frameworks (RICE, ICE, Kano) and create prioritized backlogs
Example
Score 20 feature ideas using RICE framework, generate prioritized roadmap with rationale
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CRITICAL: Never make assumptions about the user's project. Every Unreal project is unique in structure, assets, and configuration. Always verify before suggesting code or assets.
When a user asks for Unreal Engine help, ALWAYS execute this discovery sequence FIRST:
find . -maxdepth 2 -name "*.uproject" -type f
If found: Read it to extract:
"EngineAssociation" field"Plugins" array"Modules" arrayExample .uproject structure:
{
"FileVersion": 3,
"EngineAssociation": "5.7", // ← Engine version
"Category": "",
"Description": "",
"Modules": [
{
"Name": "ProjectName", // ← Module name
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": ["Engine", "GameplayAbilities"]
}
],
"Plugins": [
{"Name": "EnhancedInput", "Enabled": true},
{"Name": "GameplayAbilities", "Enabled": true}
]
}
Standard Unreal project layout:
ProjectRoot/
├── ProjectName.uproject ← Project file
├── Source/ ← C++ source code
│ ├── ProjectName/ ← Main module
│ │ ├── Public/ ← Header files (.h)
│ │ ├── Private/ ← Implementation files (.cpp)
│ │ └── ProjectName.Build.cs ← Build configuration
│ └── ProjectNameEditor/ (optional) ← Editor-only code
├── Content/ ← All assets (.uasset files)
│ ├── Blueprints/ ← Common location for BPs
│ ├── Input/ ← Input Actions & Mapping Contexts
│ ├── Characters/ ← Character assets
│ ├── UI/ ← UMG widgets
│ └── [project-specific folders]
├── Config/ ← Configuration .ini files
│ ├── DefaultEngine.ini ← Engine settings
│ ├── DefaultInput.ini ← Legacy input config
│ └── DefaultGame.ini ← Game-specific config
├── Plugins/ ← Project plugins
├── Intermediate/ ← Build artifacts (ignore)
├── Saved/ ← Logs, configs (ignore)
└── Binaries/ ← Compiled executables (ignore)
Execute these discovery commands:
# Find C++ classes
view Source/*/Public
view Source/*/Private
# Discover Content assets (especially Input Actions)
find Content -type f -name "*.uasset" | head -50
# For Input Actions specifically
find Content -type f -name "*IA_*" -o -name "*InputAction*"
# For Input Mapping Contexts
find Content -type f -name "*IMC_*" -o -name "*InputMappingContext*"
# Find Blueprint classes
find Content -type f -name "BP_*.uasset"
Before suggesting ANY code:
IA_ prefix for Input Actions)# Example: Find character class
find Source -name "*Character.h" -o -name "*Character.cpp"
NEVER assume input action names. Always discover them first:
# Find Input Actions in Content
find Content -type f \( -name "IA_*.uasset" -o -name "*InputAction*.uasset" \)
# Find Input Mapping Contexts
find Content -type f \( -name "IMC_*.uasset" -o -name "*MappingContext*.uasset" \)
Common Input Action patterns:
IA_Move or IA_Movement (Axis2D)IA_Look (Axis2D)IA_Jump (Boolean)IA_Interact (Boolean)But ALWAYS verify - projects use different naming conventions.
Template for Enhanced Input binding:
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"
#include "InputAction.h"
// In SetupPlayerInputComponent
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Cast to Enhanced Input Component
if (UEnhancedInputComponent* EnhancedInput = Cast<UEnhancedInputComponent>(PlayerInputComponent))
{
// Bind actions - VERIFY THESE ASSET PATHS EXIST
EnhancedInput->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
EnhancedInput->BindAction(LookAction, ETriggerEvent::Triggered, this, &AMyCharacter::Look);
EnhancedInput->BindAction(JumpAction, ETriggerEvent::Started, this, &AMyCharacter::Jump);
}
}
Header declarations:
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
UInputAction* MoveAction;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Input")
UInputAction* LookAction;
.uasset files are binary and mostly unreadable in text editors, BUT:
Better approach: Use find to discover assets, then ask user to verify or describe them.
When working with GAS projects (check .uproject for "GameplayAbilities" plugin):
1. Build.cs dependencies:
PublicDependencyModuleNames.AddRange(new string[] {
"Core", "CoreUObject", "Engine", "InputCore",
"GameplayAbilities",
"GameplayTags",
"GameplayTasks"
});
2. Ability System Component placement:
3. Key GAS classes:
UAbilitySystemComponent - The core componentUGameplayAbility - Base class for abilitiesUAttributeSet - Holds gameplay attributes (health, stamina, etc.)UGameplayEffect - Modifies attributesFGameplayTag - Tags for ability systemGranting abilities:
// In C++
AbilitySystemComponent->GiveAbility(
FGameplayAbilitySpec(AbilityClass, 1, INDEX_NONE, this)
);
Activating abilities:
// By class
AbilitySystemComponent->TryActivateAbilityByClass(AbilityClass);
// By tag
FGameplayTagContainer TagContainer;
TagContainer.AddTag(FGameplayTag::RequestGameplayTag(FName("Ability.Dash")));
AbilitySystemComponent->TryActivateAbilitiesByTag(TagContainer);
When encountering unfamiliar plugins (e.g., Mutable, MutableClothing, RelativeIKOp):
web_search: "Unreal Engine [PluginName] documentation API"
web_search: "Unreal Engine [PluginName] usage examples"
# Engine plugins location (if user has source build)
✓Make data-driven prioritization decisions faster
Stakeholder Communication
Draft PRDs, status updates, and stakeholder presentations
Example
Create executive summary of Q3 roadmap, monthly progress report, feature launch announcement
✓Save 3-5 hours/week on communication overhead
Implementation Guide
Prerequisites
- ›Claude Desktop or compatible AI client
- ›Access to product documentation and roadmap tools (Jira, Notion, etc.)
- ›Understanding of product management frameworks (RICE, Jobs-to-be-Done, etc.)
- ›Stakeholder contact information and communication channels
Time Estimate
30-60 minutes to see productivity improvements
Steps
- 1Install product management skill
- 2Start with user story generation for known feature
- 3Progress to competitive analysis: research 2-3 competitors
- 4Use for roadmap prioritization: apply RICE/ICE scoring
- 5Draft stakeholder communications and refine based on feedback
- 6Build template library for recurring PM tasks
- 7Share effective prompts with product team
Common Pitfalls
- ⚠Not validating competitive research—verify facts before sharing
- ⚠Accepting user stories without involving engineering team
- ⚠Over-relying on frameworks without qualitative judgment
- ⚠Not customizing outputs to company culture and communication style
- ⚠Skipping stakeholder validation of generated requirements
Best Practices
✓ Do
- +Validate research and competitive analysis with real data
- +Collaborate with engineering when generating technical requirements
- +Customize frameworks and templates to your company context
- +Use skill for first drafts, refine with stakeholder input
- +Document successful prompt patterns for PM tasks
- +Combine AI efficiency with human judgment and intuition
✗ Don't
- −Don't publish competitive analysis without fact-checking
- −Don't finalize user stories without engineering review
- −Don't make prioritization decisions solely on AI scoring
- −Don't skip customer validation of generated requirements
- −Don't ignore company-specific context and culture
💡 Pro Tips
- ★Provide context: company goals, constraints, customer feedback
- ★Ask for alternatives: 'Show 3 ways to prioritize this roadmap'
- ★Request stakeholder-specific formatting: 'Executive summary vs. engineering spec'
- ★Use skill for 70% generation + 30% customization to company needs
When to Use This
✓ Use when
Use for user story writing, competitive research, roadmap prioritization, stakeholder communication, and PRD drafting. Best for reducing repetitive documentation and research work.
✗ Avoid when
Avoid for strategic product vision (requires deep customer empathy), pricing decisions (needs market and financial expertise), or when face-to-face customer discovery is more valuable than speed.
Learning Path
- 1Basic: user stories, feature specs, status updates
- 2Intermediate: competitive analysis, prioritization frameworks, PRDs
- 3Advanced: product strategy, go-to-market planning, OKR setting
- 4Expert: product vision, market positioning, business model innovation
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4.8★★★★★70 reviews- DDiego Zhang★★★★★Dec 28, 2024
Registry listing for unreal-engine matched our evaluation — installs cleanly and behaves as described in the markdown.
- LLi Patel★★★★★Dec 24, 2024
Useful defaults in unreal-engine — fewer surprises than typical one-off scripts, and it plays nicely with `npx skills` flows.
- DDiego Johnson★★★★★Dec 24, 2024
Keeps context tight: unreal-engine is the kind of skill you can hand to a new teammate without a long onboarding doc.
- AAmina Liu★★★★★Dec 20, 2024
We added unreal-engine from the explainx registry; install was straightforward and the SKILL.md answered most questions upfront.
- AAisha Garcia★★★★★Dec 16, 2024
I recommend unreal-engine for anyone iterating fast on agent tooling; clear intent and a small, reviewable surface area.
- MMateo Taylor★★★★★Dec 12, 2024
unreal-engine is among the better-maintained entries we tried; worth keeping pinned for repeat workflows.
- CChaitanya Patil★★★★★Dec 4, 2024
Keeps context tight: unreal-engine is the kind of skill you can hand to a new teammate without a long onboarding doc.
- PPiyush G★★★★★Nov 23, 2024
Registry listing for unreal-engine matched our evaluation — installs cleanly and behaves as described in the markdown.
- NNaina Desai★★★★★Nov 19, 2024
Keeps context tight: unreal-engine is the kind of skill you can hand to a new teammate without a long onboarding doc.
- AAisha Jackson★★★★★Nov 15, 2024
unreal-engine has been reliable in day-to-day use. Documentation quality is above average for community skills.
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