unreal-blueprint-codegen
Installation
SKILL.md
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(orUncookedOnly). Python cannot author event graphs —UEdGraph/UK2Node_*are not exposed. Set up aUBlueprintFunctionLibraryin 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. AddUMG,UMGEditor,MovieScene,MovieSceneTracksfor Widget Blueprints. See assets/experiment-module-template/ for a working.Build.cs. - IWYU: include each engine header explicitly. Forward-declare
UPackage/UObjectetc. in your own headers; pull full headers in.cpponly.