Skills
85 skills
AgentUX ships 85 skill commands backed by 45 handlers and 662 API methods. Skills give your AI deep expertise in specific Unreal Engine domains, verified against the GraphRAG knowledge base before execution. Invoke any skill with /skill <name> in Claude Code.
Every skill runs on Free, with the full GraphRAG verification loop and the complete JSON-RPC handler surface. Pro extends Free with cross-project asset analytics and Cypher access for query shapes the JSON-RPC layer cannot easily express. Team Studio extends Pro with shared studio infrastructure for teams running multiple projects in parallel.
Cinematography
6 skillscamera-placement
CinematographyPlace cameras within scenes, including CineCameraActor placement, composition principles, attachment, look-at targeting, and viewport pilot mode.
camera-motion
CinematographyMove cameras through scenes using dolly, truck, boom, pan, tilt, roll, orbit, Steadicam, crane, jib, spline paths, and procedural shake.
lens-optics
CinematographyConfigure optical properties such as focal length, sensor size, aperture, depth of field, focus distance, and physical camera exposure.
sequencer-basics
CinematographyUse Sequencer for cinematics, covering Level Sequences, actor tracks, keyframing, camera cuts, sub-sequences, and render settings.
set-blocking
CinematographyPosition actors and props for cinematic or interactive purposes, including stage marks, spatial relationships, sight lines, and Z-blocking.
lighting-fundamentals
CinematographyLight scenes for cinematic and real-time rendering, covering three-point lighting, Lumen GI, light types, shadows, and sky atmosphere.
Materials & Rendering
7 skillsmaterial-basics
Materials & RenderingApply and configure materials: PBR material model, Material Instances, parameter exposure, dynamic materials, and common surface looks.
material-authoring
Materials & RenderingAuthor material shader graphs: node-based visual programming for surface appearance, material expressions, texture sampling, and Substrate.
render-pipeline
Materials & RenderingRender final output via Movie Render Queue: offline high-quality video/image output, anti-aliasing accumulation, and multi-pass rendering.
post-process-fundamentals
Materials & RenderingPost-process pipeline effects: Post Process Volumes, color grading, LUTs, bloom, ambient occlusion, tone mapping, and auto-exposure.
nanite-optimization
Materials & RenderingNanite virtualized geometry: render extremely high-polygon meshes without traditional LOD authoring, Virtual Shadow Maps, and debugging tools.
niagara-basics
Materials & RenderingNiagara particle system for VFX: Systems, Emitters, Modules, common patterns (fire, fog, smoke, sparks), and GPU/CPU simulation.
color-management
Materials & RenderingColor pipeline management: OpenColorIO, ACES/ACEScg, display LUTs, tone mapping, and VP color workflows.
Animation & Motion
7 skillsanimation-playback
Animation & MotionPlay back and blend character animations: Animation Blueprints, Montages, Blend Spaces, retargeting, and layered animation.
control-rig
Animation & MotionControl Rig node-based rigging: in-engine skeletal manipulation with FK, IK, full-body IK, retargeting, and Sequencer integration.
motion-matching
Animation & MotionMotion Matching via Pose Search: data-driven animation selection replacing hand-authored state machines with automatic pose matching.
metahuman-setup
Animation & MotionImport and configure MetaHuman characters: Quixel Bridge pipeline, LOD management, body/face configuration, and performance readiness.
metahuman-motion-library
Animation & MotionAcquire and retarget third-party animation onto MetaHumans: Mixamo, Rokoko, ActorCore imports, IK Retargeter, and batch retargeting.
metahuman-motion-matching
Animation & MotionBuild Pose Search databases for MetaHumans: retargeted third-party animation libraries turned into responsive motion systems.
procedural-animation
Animation & MotionRuntime procedural animation: IK foot placement, look-at, aim offset, physics-driven motion, and CCDIK/FABRIK solvers.
World Building
10 skillslandscape-management
World BuildingCreate and edit Landscapes: heightmap import, sculpt tools, material layer painting, LOD configuration, and World Partition integration.
foliage-placement
World BuildingPopulate environments with vegetation: foliage painting, procedural placement, Landscape Grass Types, Nanite foliage, and performance.
water-system
World BuildingWater System plugin: oceans, rivers, lakes, and custom water bodies with physically-based rendering, landscape interaction, and buoyancy.
weather-system
World BuildingDynamic weather and time-of-day: Sky Atmosphere, Volumetric Clouds, directional light, Exponential Height Fog, and Niagara effects.
pcg-basics
World BuildingProcedural Content Generation framework: graph-based rule-driven generation, point generation, filtering, mesh spawning, and landscape-aware generation.
level-streaming
World BuildingLevel streaming systems: World Partition, grid-based streaming, Data Layers, HLOD, streaming volumes, OFPA, and Level Instances.
atmosphere-effects
World BuildingSky atmosphere, volumetric clouds, exponential height fog, sky lights, and time-of-day systems.
landscape-materials
World BuildingLandscape materials with layer blending, weight painting, grass types, and auto-material setups.
level-design
World BuildingLevel blockout with BSP brushes, greyboxing, blocking volumes, grid snapping, and player metrics.
lightmass-baking
World BuildingBake static lighting with Lightmass: lightmap UVs, build quality, portals, and GPU Lightmass.
Physics & Simulation
8 skillsphysics-fundamentals
Physics & SimulationChaos physics engine: rigid body simulation, forces, constraints, ragdoll setup, and physics-driven gameplay elements.
collision-setup
Physics & SimulationCollision system: primitives, channels, presets, overlap events, blocking behavior, and line/shape traces for interaction detection.
cloth-simulation
Physics & SimulationChaos Cloth simulation: cloth painting, collision bodies, wind interaction, constraint tuning, capes, skirts, curtains, and flags.
vehicle-physics
Physics & SimulationChaos Vehicle system: physics-based vehicle simulation, wheel configuration, suspension tuning, drivetrain setup, and input binding.
destruction-system
Physics & SimulationChaos Destruction: geometry collections, fracturing, field system actors, break events, and debris management.
flying-vehicle
Physics & SimulationFlight physics: Chaos Vehicle thrusters/aerofoils, FloatingPawnMovement, hover, VTOL, and aircraft controls.
water-vehicle
Physics & SimulationWatercraft physics: UBuoyancyComponent, pontoons, wave response, rudder/propulsion, and water interaction.
tracked-vehicle
Physics & SimulationTracked vehicle physics: tank tread simulation, differential steering, suspension, and Chaos tracked config.
Gameplay Systems
6 skillsblueprint-basics
Gameplay SystemsCreate and modify Blueprints: visual scripting, class hierarchy, event graphs, functions, variables, and component architecture.
enhanced-input
Gameplay SystemsEnhanced Input System: Input Actions, Mapping Contexts, Modifiers, Triggers (hold, double-tap, chorded), and gamepad/keyboard/mouse/touch.
gameplay-abilities
Gameplay SystemsGameplay Ability System (GAS): abilities, attributes, effects, and gameplay tags in a scalable, network-replicated, data-driven way.
save-system
Gameplay SystemsSave/load system: persist game state to disk, SaveGame objects, serialization, save slots, autosave patterns, and data migration.
dialogue-system
Gameplay SystemsDialogue systems: linear NPC speech to complex branching conversations with player choices, conditions, and consequences.
inventory-system
Gameplay SystemsInventory systems: item DataAssets, component patterns, equipment slots, stacking, crafting, and GAS integration.
Effects & Audio
7 skillsniagara-fluids
Effects & AudioNiagara Fluids plugin: GPU-accelerated real-time fluid simulation for gas, liquid (FLIP solver), and 2D shallow-water surface ripples.
audio-sequencer
Effects & AudioAudio in Sequencer: audio tracks, dialogue alignment, music scoring, spatial audio, and MetaSounds/Sound Cue integration.
face-capture
Effects & AudioFacial animation capture: ARKit, MetaHuman Animator, Live Link streaming, runtime lip sync, and audio-driven lip sync systems.
niagara-authoring
Effects & AudioAuthor custom Niagara modules: Scratch Pad, HLSL expressions, data interfaces, and module I/O.
niagara-mesh-effects
Effects & AudioNiagara mesh and ribbon rendering: mesh particles, orientation, material overrides, and ribbon trails.
metasounds-authoring
Effects & AudioMetaSound graph authoring: procedural audio synthesis, trigger/generator nodes, Builder API, and DSP.
audio-middleware
Effects & AudioThird-party audio: Wwise and FMOD plugin setup, bank management, RTPCs, and spatial audio.
UI & Interaction
5 skillscommon-ui
UI & InteractionCommon UI plugin: input-method-agnostic UIs for keyboard/mouse, gamepad, and touch with focus management and activation layers.
umg-widget-basics
UI & InteractionUMG widget system: Widget Blueprints, visual designer, common widget types, layout panels, data binding, and widget animation.
slate-ui
UI & InteractionC++ Slate UI framework: SWidget hierarchy, declarative syntax, style sets, editor tool panels, and FSlateApplication.
menu-systems
UI & InteractionGame menu architecture: main menus, pause menus, settings screens, widget stacks, and menu flow.
localization
UI & InteractionText localization pipeline: FText, string tables, LOCTEXT macros, .po files, and culture switching.
Networking
8 skillsmultiplayer-basics
NetworkingMultiplayer networking: server-authoritative replication, variable replication, RPCs, ownership, relevancy, and movement prediction.
pixel-streaming
NetworkingPixel Streaming: render on a server and stream interactive output to a web browser via WebRTC, signaling, quality tuning, and cloud deployment.
multiplayer-streaming
NetworkingServer-side world streaming: replication graphs, net relevancy, cull distances, and World Partition server streaming.
netcode-advanced
NetworkingAdvanced networking: client-side prediction, server reconciliation, lag compensation, and custom net serialization.
online-services
NetworkingOnline platform services: Epic Online Services (EOS), sessions, matchmaking, leaderboards, and achievements.
server-deployment
NetworkingBuild and deploy dedicated servers: server targets, BuildCookRun, containerization, and cloud hosting.
server-persistence
NetworkingServer-side data persistence: player data storage, database integration, cloud saves, and USaveGame networking.
voice-chat
NetworkingVoice chat integration: VOIP setup, push-to-talk, proximity voice, voice channels, and team chat.
Data & Scripting
8 skillsdata-tables
Data & ScriptingData-driven design: Data Tables, Curve Tables, Curve Assets, Struct-based configuration, CSV import/export, and runtime data lookup.
python-editor-scripting
Data & ScriptingAutomate the editor with Python: unreal module API, asset manipulation, level automation, batch processing, and AgentUX integration.
ai-navigation
Data & ScriptingAI navigation and behavior: NavMesh generation, AI Controllers, Behavior Trees, Blackboards, EQS, AI Perception, and crowd management.
cpp-blueprint-bridge
Data & ScriptingBridge C++ and Blueprint: UFUNCTION/UPROPERTY specifiers, delegates, function libraries, and struct/enum exposure.
asset-management
Data & ScriptingAsset loading and management: soft references, async loading, StreamableManager, Asset Registry, and primary assets.
network-data
Data & ScriptingHTTP and web data: FHttpModule, REST API calls, JSON serialization, WebSocket clients, and async downloads.
ml-agents
Data & ScriptingUE Learning Agents plugin: reinforcement/imitation learning, training environments, ONNX inference, and policy networks.
da-bridge
Data & ScriptingExecute AI Assistant output via AgentUX: paste instructions from UE's AI Assistant and AgentUX parses, verifies, and executes them step by step with checkpoint approval.
DevOps
7 skillssource-control
DevOpsSource control with UE5: Git with LFS, Perforce integration, OFPA, binary asset conflict resolution, and Blueprint diff/merge tools.
project-packaging
DevOpsPackage projects for distribution: standalone executables, content cooking, platform-specific settings, and release preparation.
performance-profiling
DevOpsDiagnose and resolve performance issues: stat commands, Unreal Insights, GPU/CPU bottleneck identification, and memory profiling.
performance-optimization
DevOpsOptimize rendering: draw call reduction, scalability groups, LOD tuning, instancing, and actor merging.
mobile-packaging
DevOpsPackage for mobile: Android SDK/NDK, iOS provisioning, texture compression, and mobile build configuration.
console-packaging
DevOpsPackage for consoles: platform SDK setup, TRC/XR requirements, platform INI overrides, and certification prep.
store-submission
DevOpsPublish to storefronts: Steamworks, Epic Games Store, achievements, DLC setup, and store page requirements.
Production
2 skillsvirtual-production
ProductionVirtual Production ecosystem: real-time filmmaking with LED walls, camera tracking, and in-camera VFX (ICVFX) via nDisplay and Live Link.
ndisplay-config
ProductionnDisplay cluster configuration: nodes, viewports, ICVFX camera settings, sync policies, and LED wall setup.
Procedural
2 skillsprocedural-mesh
ProceduralGenerate geometry at runtime: ProceduralMeshComponent, DynamicMeshComponent, vertices, UVs, and collision.
runtime-pcg
ProceduralExecute PCG graphs at runtime: seed control, deterministic generation, streaming integration, and dynamic regeneration.
Input
2 skillsHow to use skills
Skills are invoked in Claude Code using the /skill <name> command. Each skill loads domain-specific expertise, workflows, and best practices into your AI session.
Example: To get expert help placing cameras in your scene, run /skill camera-placement and then describe what you need.
Skills work best when combined with the AgentUX plugin for live editor control and the GraphRAG knowledge base for source-accurate engine understanding.