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AI Agent Skills

Each YominUnreal plugin ships with a dedicated AI agent skill — a SKILL.md file that teaches any LLM-powered coding assistant the full DSL of that plugin. Point your agent at the right skill and it can author .llmui / .llmmat / .llmstate / .llmmetasound files, or drive the running UE editor through the LLMEasyShell CLI, without ever opening the graph editor.


The Six Skills

🎨 Asset Authoring Skills (DSL Generation)

These skills teach the agent how to write JSON files for a specific asset type. The plugin in the editor turns that JSON into a real engine asset.

SkillWhat it teachesSource file
🎨llm-dynamic-uiUMG Widget Blueprints from .llmuiskills/llm-dynamic-ui/SKILL.md
🎭llm-materialMaterial assets from .llmmatskills/llm-material/SKILL.md
🌲llm-statetreeStateTree AI from .llmstateskills/llm-statetree/SKILL.md
🔊llm-metasoundMetaSound audio from .llmmetasoundskills/llm-metasound/SKILL.md

🛠️ Editor Control Skills (Runtime Operation)

These skills teach the agent how to drive a running UE editor through the LLMEasyShell CLI — query scenes, modify actor properties, call blueprint functions, trigger Live Coding, take screenshots.

SkillWhat it teachesSource file
🛠️llm-easy-shellFull read/write access — 27 native commands + 25+ Python sub-commandsskills/llm-easy-shell/SKILL.md
🛠️llm-easy-shell-liteRead-only subset — 9 safe exploration commandsskills/llm-easy-shell-lite/SKILL.md

How a Skill Works

A SKILL.md is plain Markdown with two parts:

  1. YAML frontmattername + description that the AI agent uses to decide when to load the skill (matched against the user's request).
  2. Markdown body — the full DSL schema, supported nodes / widgets, authoring patterns, and command references.

When you ask the agent a question, it scans the frontmatter of all installed skills. If a skill's description matches your request, the agent loads the body and follows it. No code is scraped from the editor, no graph screenshots are sent to the LLM — the skill is the only source of truth.


Where to Put Skills

Each AI tool has its own convention. See Installation for the exact path used by Claude Code, OpenCode, Cursor, Codex, and others.

The short version:

<your UE project>/                     # The folder containing your .uproject
├── MyProject.uproject
└── .claude/
    └── skills/
        ├── llm-dynamic-ui/
        │   └── SKILL.md
        ├── llm-material/
        │   └── SKILL.md
        ├── llm-statetree/
        │   └── SKILL.md
        ├── llm-metasound/
        │   └── SKILL.md
        ├── llm-easy-shell/
        │   └── SKILL.md
        └── llm-easy-shell-lite/
            └── SKILL.md

That is — drop the skill folder next to your .uproject and most tools will pick it up automatically.


Per-Skill Usage

Once installed, see the per-skill pages for triggers, examples, and the exact command set:

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