unreal-blueprint-codegen

unreal-blueprint-codegen is a skill for Claude Code, Codex from maystudios/claude-skills. It costs 205 tokens per session (3,153 once invoked), scanned A, original, MIT.

A C++-based method for programmatically creating Unreal Engine 5 Blueprint and Widget Blueprint .uasset files. Blueprints are Unreal's visual scripting assets, while Widget Blueprints define user interfaces.

In plain words
What is it for?
Use it to generate Blueprint assets, UI widgets, animations, dialogue or domain assets, marketplace samples, tutorial content, and editor utilities that can be regenerated consistently.
Why use it?
It replaces repetitive manual editor work with reproducible code for asset graphs, variables, event wiring, widget hierarchies, and animations. It is intended for editor-side generation, not ordinary runtime widget creation.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to generate Blueprint assets, UI widgets, animations, dialogue or domain assets, marketplace samples, tutorial content, and editor utilities that can be regenerated consistently.

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Install with agentmods
npx agentmods add skills/maystudios/claude-skills/unreal-blueprint-codegen
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add maystudios/claude-skills --skill unreal-blueprint-codegen
Clone the repo
git clone --depth 1 https://github.com/maystudios/claude-skills

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unreal-blueprint-codegen

README.md
[![agentmods](https://agentmods.dev/badge/skills/maystudios/claude-skills/unreal-blueprint-codegen/github.svg)](https://agentmods.dev/skills/maystudios/claude-skills/unreal-blueprint-codegen)
Your own site
<a href="https://agentmods.dev/skills/maystudios/claude-skills/unreal-blueprint-codegen"><img src="https://agentmods.dev/badge/skills/maystudios/claude-skills/unreal-blueprint-codegen/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for unreal-blueprint-codegen

Your own site · 80×15
<a href="https://agentmods.dev/skills/maystudios/claude-skills/unreal-blueprint-codegen"><img src="https://agentmods.dev/badge/skills/maystudios/claude-skills/unreal-blueprint-codegen.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 205 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,153 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00205 $0.03153
Opus 5.5 $0.00082 $0.01261
Sonnet 5.5 $0.00041 $0.00631
Haiku 4.5 $0.00020 $0.00315

Measured 2mo ago against content hash e2ed4a24c539, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

unreal-blueprint-codegen scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2mo ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

unreal-blueprint-codegen/SKILL.md · 192 lines

How it starts

The opening of the file, as written. The whole thing — 192 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Engine Blueprint Code Generation (UE 5.4–5.7)

Generate complete .uasset files (Blueprints, Widget Blueprints, domain assets) from C++ in an editor module. Validated against UE 5.7. Most patterns work back to 5.4.

When this skill applies

User wants to author asset content programmatically — variables, function graphs, event-graph wiring, widget hierarchies, UMG animations, custom asset graphs — instead of clicking through the editor. Typical use case: generating Marketplace sample content (Quick-Start, walkthrough, demo conversations) so it can be regenerated reproducibly instead of hand-pruning binary .uasset files.

If the user only wants runtime widget instantiation (CreateWidget / WidgetTree->ConstructWidget at game time), this skill is overkill — that's just normal UMG.

Hard prerequisites

  • C++ editor module with Type=Editor (or UncookedOnly). Python cannot author event graphs — UEdGraph/UK2Node_* are not exposed. Set up a UBlueprintFunctionLibrary in C++ and call its UFUNCTIONs from Python if a Python entry point is needed.
  • Module must depend on at least: UnrealEd, BlueprintGraph, Kismet, KismetCompiler, AssetTools, AssetRegistry. Add UMG, UMGEditor, MovieScene, MovieSceneTracks for Widget Blueprints. See assets/experiment-module-template/ for a working .Build.cs.
  • IWYU: include each engine header explicitly. Forward-declare UPackage/UObject etc. in your own headers; pull full headers in .cpp only.

The 30-second mental model

Asset = UPackage  +  UObject (e.g. UBlueprint / UWidgetBlueprint / UMyAsset)
                     |
                     +-- source UEdGraph (editor-only, what designers see)
                     |     +-- UK2Node_* / UEdGraphNode_* (the boxes)
                     |           +-- UEdGraphPin (the wires)
                     |
                     +-- generated UClass  <- produced by CompileBlueprint
                           +-- FProperty / UFunction (what code uses at runtime)

Read the full file on GitHub · 192 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 2mo ago First seen · 192 lines · 205 tokens per session scan A e2ed4a24c539

Subscribe to this mod's changes

unreal-blueprint-codegen is a skill published in the GitHub repository maystudios/claude-skills (26 stars, last pushed 2mo ago), licensed MIT. It adds 205 tokens to every session and 3,153 once invoked, about $0.0008 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

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