Skills
84 skills
AgentUX ships 84 skill commands that give your AI deep expertise in specific Unreal Engine domains. Invoke any skill with /skill <name> in Claude Code.
Browse by cluster below or search for a specific skill.
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
7 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.
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.