Scaffold and configure new Unreal Engine 5 projects with proper CLAUDE.md, .gitignore, Git LFS tracking, directory structure, and Epic coding conventions. Use this skill whenever someone mentions creating a new UE5 project, setting up a UE5 repo, initializing an Unreal project, configuring Git for Unreal, or writing a CLAUDE.md for a UE5 codebase. Also triggers for project organization, asset naming conventions, or module structure setup.
Standardmäßig ist der Prompt ausgewählt, der zuerst die Quelle prüft. Sie können zu einem direkten Befehl wechseln oder eine lokale Kopie herunterladen.
Quelldateien prüfen
Lesen Sie SKILL.md und alle von SkillsMP angezeigten Begleitdateien, bevor Sie sich für eine Installation entscheiden.
Mit Codex oder Claude installieren Kopieren Sie diesen Prompt, fügen Sie ihn in Codex, Claude oder einen anderen Assistant ein und lassen Sie die Skill-Seite prüfen und installieren.
Ein direkter Befehl überspringt den Prüf-Prompt. Prüfen Sie die Quelle, bevor Sie ihn ausführen.
Scaffold and configure new Unreal Engine 5 projects with proper CLAUDE.md, .gitignore, Git LFS tracking, directory structure, and Epic coding conventions. Use this skill whenever someone mentions creating a new UE5 project, setting up a UE5 repo, initializing an Unreal project, configuring Git for Unreal, or writing a CLAUDE.md for a UE5 codebase. Also triggers for project organization, asset naming conventions, or module structure setup.
UE5 Project Setup Skill
Scaffolds a production-ready Unreal Engine 5 project with all the tooling, conventions, and configuration files needed for efficient AI-assisted development.
What This Skill Creates
CLAUDE.md — Project context file for Claude Code integration
.gitignore — UE5-specific ignore rules
.gitattributes — Git LFS tracking for binary assets
Directory structure guidance — Module and plugin organization
.claude/settings.json — Exclude noisy directories from Claude context
.mcp.json — MCP server configuration for live editor control
Config/DefaultEngine.ini entries — Remote Control API auto-start
Step 1: Gather Project Info
Ask the user:
Project name (PascalCase, e.g., MyActionRPG)
Template base (ThirdPerson, FirstPerson, TopDown, Blank)
Primary language (C++ only, C++ with Blueprints, Blueprints only)
Target platforms (Linux, Windows, both)
Key gameplay systems (GAS, Enhanced Input, Multiplayer, AI, PCG)
Step 2: Generate CLAUDE.md
Place at the project root. Keep under 150 lines. Use progressive disclosure — tell Claude how to find info rather than listing everything.
## Coding Conventions
- Follow Epic C++ Coding Standard
- Prefixes: A (Actor), U (UObject), F (struct), E (enum), I (interface)
- Boolean vars: `bIsAlive`, `bCanFire`
- Use `TObjectPtr<>` for UObject pointers
- Use `GENERATED_BODY()` in every UObject-derived class
- `#pragma once` for include guards
## Build Commands
```bash
# Editor build
[UE_ROOT]/Engine/Build/BatchFiles/Linux/Build.sh [ProjectName]Editor Linux Development -project=[path]
# Package
[UE_ROOT]/Engine/Build/BatchFiles/RunUAT.sh BuildCookRun -project=[path] -platform=Linux -clientconfig=Shipping -cook -build -stage -pak
Gameplay Architecture
[Describe your GameMode → GameState → PlayerController → Character hierarchy]
[Describe your ability system if using GAS]
Key Classes
[List your 5-10 most important classes with one-line descriptions]
## Step 3: Generate .gitignore
Based on the community standard from `github.com/MOZGIII/ue5-gitignore`:
```gitignore
# UE5 Build artifacts
Binaries/
Intermediate/
Saved/
DerivedDataCache/
# IDE files
.vs/
.vscode/
.idea/
*.sln
*.xcworkspace
# OS files
.DS_Store
Thumbs.db
# Compiled assets (if using source assets)
*.uasset
*.umap
# Except for Content (track via LFS)
!Content/**/*.uasset
!Content/**/*.umap
# Build outputs
Build/
Packaged/
Adjust based on whether the user wants to track Content in Git or use a separate asset management approach.