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When the user wants to create or update their Unreal Engine project context document. Use when the user says 'project context,' 'set up context,' 'UE context,' 'configure project,' or wants to avoid repeating their project setup across UE development tasks. Creates `.agents/ue-project-context.md` that all other UE skills reference. See related skills footer for skills that depend on this context.
npx skill4agent add quodsoler/unreal-engine-skills ue-project-context.agents/ue-project-context.md.agents/ue-project-context.md.uprojectSource/*/Build.csSource/*/*.Target.csConfig/*.iniPlugins/.uprojectEngineAssociationPlugins[]Modules[]Source/*/Build.csPublicDependencyModuleNamesPrivateDependencyModuleNamesTypeThirdPartySource/*/*.Target.csDefaultBuildSettingsExtraModuleNamesConfig/DefaultEngine.iniActiveGameNameRedirectGameDefaultMapGlobalDefaultGameModeConfig/DefaultGame.iniPlugins/*/Plugins/#pragma onceDEFINE_LOG_CATEGORYcheck()ensure()checkf()verify()UGameInstanceSubsystemUWorldSubsystemULocalPlayerSubsystemUEngineSubsystem.agents/ue-project-context.md# UE Project Context
*Last updated: [date]*
## Engine & Project Overview
**Engine version:** [e.g., UE 5.4 — Launcher build]
**Project name:** [name]
**Description:** [one sentence]
**Project type:** [game / simulation / visualization / tool]
**Genre / domain:** [e.g., third-person action RPG]
**Target platforms:**
- [Platform 1]
- [Platform 2]
## Module Structure
**Primary game module:** [ModuleName]
| Module | Type | Notes |
|--------|------|-------|
| [Name] | Runtime | Core gameplay |
| [Name] | Editor | Custom editor tools |
| [Name] | Developer | Shared utilities |
**Key dependencies per module:**
- **[ModuleName]**: PublicDeps: [list]; PrivateDeps: [list]
## Plugin Dependencies
**Engine plugins enabled:**
- [PluginName] — [brief purpose]
**Marketplace / Fab plugins:**
- [PluginName] — [brief purpose]
**Custom plugins:**
- [PluginName] — [brief purpose]
## Coding Conventions
**Naming prefixes:** Standard UE (F/U/A/E/I) [+ any exceptions]
**Header style:** `#pragma once`
**Log categories in use:**
- `LOG_[CategoryName]` — [scope]
**Assertion style:** [check / ensure / verify — preferred and rationale]
**Header organization:** [Public/Private folders per module / flat]
**Additional rules:**
- [Rule 1]
- [Rule 2]
## Subsystems in Use
**Gameplay framework:**
- GameMode: `[ClassName]`
- GameState: `[ClassName]`
- PlayerController: `[ClassName]`
- Pawn / Character: `[ClassName]`
**Subsystems:**
| Class | Type | Responsibility |
|-------|------|----------------|
| [ClassName] | UGameInstanceSubsystem | [purpose] |
| [ClassName] | UWorldSubsystem | [purpose] |
**Custom systems:**
- [System name]: [brief description and key classes]
**GAS usage:**
- Abilities: [base class name]
- Attribute Sets: [class names]
- Key gameplay tags: [list or "see Config/DefaultGameplayTags.ini"]
## Build Configuration
**Build targets:** [Game, Editor, Server, Client — which apply]
**Custom macros / build flags:**
- `[MACRO_NAME]` — [purpose]
**Third-party libraries:**
- [LibraryName] — [integration method: binary / source]
**Platform-specific notes:**
- [Platform]: [relevant constraint or code path]
**Engine modifications:** [None / Custom fork at [repo] — [what was changed]]
## Team Context
**Team size:** [N engineers, N designers, N artists]
**Source control:** [Perforce / Git / Plastic SCM]
**Branching strategy:** [description]
**Code review:** [process and bar]
**Documentation standards:** [in-code / Confluence / Notion / etc.].agents/ue-project-context.md/ue-project-contextue-cpp-foundationsue-module-build-systemue-gameplay-abilitiesue-gameplay-frameworkue-actor-component-architectureue-input-systemue-ui-umg-slateue-networking-replicationue-testing-debuggingue-editor-tools