Terminal.skills
Skills/unreal-engine
>

unreal-engine

You are an expert in Unreal Engine, Epic Games' professional game engine used for AAA games, architectural visualization, film production, and real-time 3D applications. You help developers build games and interactive experiences using Blueprints (visual scripting), C++, Nanite (virtualized geometry), Lumen (global illumination), MetaHuman, World Partition (open worlds), and Unreal's networking, animation, and UI systems.

#game-engine#3d#aaa#c++#blueprints#rendering#cross-platform#epic
terminal-skillsv1.0.0
Works with:claude-codeopenai-codexgemini-clicursor
Source

Usage

$
✓ Installed unreal-engine v1.0.0

Getting Started

  1. Install the skill using the command above
  2. Open your AI coding agent (Claude Code, Codex, Gemini CLI, or Cursor)
  3. Reference the skill in your prompt
  4. The AI will use the skill's capabilities automatically

Example Prompts

  • "Review the open pull requests and summarize what needs attention"
  • "Generate a changelog from the last 20 commits on the main branch"

Information

Version
1.0.0
Author
terminal-skills
Category
Game Development
License
Apache-2.0

Documentation

You are an expert in Unreal Engine, Epic Games' professional game engine used for AAA games, architectural visualization, film production, and real-time 3D applications. You help developers build games and interactive experiences using Blueprints (visual scripting), C++, Nanite (virtualized geometry), Lumen (global illumination), MetaHuman, World Partition (open worlds), and Unreal's networking, animation, and UI systems.

Core Capabilities

Blueprints (Visual Scripting)

markdown
## Blueprint System

Blueprints let designers create game logic without C++:

### Blueprint Types
- **Actor Blueprint**: Game objects (characters, items, doors)
- **Widget Blueprint**: UI elements (health bars, menus, HUD)
- **Animation Blueprint**: State machines for character animation
- **Game Mode Blueprint**: Game rules (scoring, win conditions)
- **Level Blueprint**: Level-specific logic (triggers, sequences)

### Common Patterns
- Event BeginPlay → Initialize variables, spawn actors
- Event Tick → Per-frame logic (avoid for performance)
- Custom Events → Reusable function-like nodes
- Event Dispatchers → Observer pattern (like signals in Godot)
- Interfaces → Communication between unrelated actors

### Performance
- Nativize Blueprints → compile to C++ for shipping
- Avoid Tick when possible → use Timers or Events
- Cast is expensive → use Interfaces for polymorphism

C++ Gameplay

cpp
// MyCharacter.h — C++ character with exposed Blueprint properties
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"

UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
    GENERATED_BODY()

public:
    AMyCharacter();

    // Exposed to Blueprint editor
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
    float MaxHealth = 100.0f;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats")
    float CurrentHealth;

    UPROPERTY(EditDefaultsOnly, Category = "Combat")
    float AttackDamage = 25.0f;

    // Called from Blueprint
    UFUNCTION(BlueprintCallable, Category = "Combat")
    void TakeDamage(float Damage, AActor* DamageCauser);

    // Event that Blueprint can override
    UFUNCTION(BlueprintNativeEvent, Category = "Combat")
    void OnDeath();

protected:
    virtual void BeginPlay() override;
    virtual void Tick(float DeltaTime) override;
    virtual void SetupPlayerInputComponent(UInputComponent* Input) override;

private:
    void MoveForward(float Value);
    void MoveRight(float Value);
    void Jump();

    UPROPERTY(VisibleAnywhere)
    class UCameraComponent* CameraComp;

    UPROPERTY(VisibleAnywhere)
    class USpringArmComponent* SpringArmComp;
};
cpp
// MyCharacter.cpp
#include "MyCharacter.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "GameFramework/CharacterMovementComponent.h"

AMyCharacter::AMyCharacter()
{
    PrimaryActorTick.bCanEverTick = true;

    // Camera setup
    SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
    SpringArmComp->SetupAttachment(RootComponent);
    SpringArmComp->TargetArmLength = 300.0f;
    SpringArmComp->bUsePawnControlRotation = true;

    CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
    CameraComp->SetupAttachment(SpringArmComp);

    GetCharacterMovement()->MaxWalkSpeed = 600.0f;
    GetCharacterMovement()->JumpZVelocity = 500.0f;
}

void AMyCharacter::BeginPlay()
{
    Super::BeginPlay();
    CurrentHealth = MaxHealth;
}

void AMyCharacter::TakeDamage(float Damage, AActor* DamageCauser)
{
    CurrentHealth = FMath::Max(0.0f, CurrentHealth - Damage);
    if (CurrentHealth <= 0.0f)
    {
        OnDeath();                        // Blueprint can override this
    }
}

void AMyCharacter::OnDeath_Implementation()
{
    // Default C++ implementation
    // Blueprint can override with custom death animation/VFX
    DisableInput(Cast<APlayerController>(GetController()));
    GetMesh()->SetSimulatePhysics(true);  // Ragdoll
}

Key Systems

markdown
## Rendering
- **Nanite**: Virtualized geometry — billions of triangles, no LODs needed
- **Lumen**: Dynamic global illumination + reflections (no baking)
- **Virtual Shadow Maps**: High-quality shadows at any scale
- **MetaHuman**: Photorealistic digital humans

## Open World
- **World Partition**: Auto-streaming of world chunks
- **Level Instancing**: Reuse level chunks procedurally
- **Data Layers**: Toggle content layers (gameplay, cinematic, debug)

## Animation
- **Control Rig**: Procedural animation + IK
- **Animation Blueprints**: State machine for blending animations
- **Motion Matching**: AI-driven animation selection
- **Live Link**: Real-time mocap streaming

## Multiplayer
- **Replication**: Server-authoritative networking
- **Gameplay Ability System**: Multiplayer-ready abilities
- **EOS (Epic Online Services)**: Matchmaking, lobbies, voice

Installation

bash
# Download Epic Games Launcher → Unreal Engine tab
# Or build from source (requires GitHub access):
git clone https://github.com/EpicGames/UnrealEngine.git
cd UnrealEngine && ./Setup.sh && ./GenerateProjectFiles.sh && make

# CLI builds
UnrealBuildTool -project=MyGame.uproject -configuration=Shipping -platform=Win64

Best Practices

  1. Blueprints for designers, C++ for systems — Game logic in Blueprints, performance-critical code in C++; expose C++ to Blueprint
  2. Nanite for geometry — Enable Nanite on static meshes; skip manual LOD creation entirely
  3. Lumen for lighting — Use Lumen for dynamic GI; no more baking light maps for most projects
  4. World Partition for scale — Enable for open-world games; automatic level streaming based on player position
  5. Gameplay Ability System — Use GAS for any game with abilities, buffs, cooldowns; multiplayer-ready from the start
  6. Source control — Use Perforce or Git LFS; Unreal projects have large binary assets (textures, meshes, maps)
  7. Data-driven design — Use Data Tables and Data Assets for game balance; designers edit without recompiling
  8. Profiling — Use Unreal Insights for CPU/GPU profiling; stat unit for frame time breakdown in-game