create-toolset
Skill from EpicGames/unreal-engine-skills-for-claude-code-plugin
Install
npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill create-toolset
Runs the open skills CLI and installs the skill for your agent (Claude Code, Codex, Cursor …). Alternatively copy the skill folder into .claude/skills/ or upload it in Claude.ai under Settings → Skills.
As a Claude Code plugin
/plugin marketplace add anthropics/claude-plugins-official
/plugin install unreal-engine-skills-for-claude-code@unreal-engine-skills-for-claude-code
This skill is part of the plugin “unreal-engine-skills-for-claude-code”. In Claude Code the plugin installs it together with the plugin’s other skills, commands and hooks.
What does the create-toolset skill do?
Description from the SKILL.md in the source repository.
Questions about create-toolset
What does the create-toolset skill do?
Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with `ToolsetRegistry` and exposed through the unreal-mcp server. Trigger when the user wants to add, expose, or register a new tool method, create a new toolset, or extend an existing one such as `BlueprintTools`, `StaticMeshTools`, `ObjectTools`, `LevelTools`, or `MaterialTools`. Concrete triggers: 'add a tool to X', 'expose this via MCP', 'register a function so Claude/the agent can call it', 'wire this into the toolset registry', 'create a new toolset for Y', 'add a Python toolset', 'make this AI-callable'; adding a `static` method to a `*Tools.cpp/.h/.py` file; editing files under a `Toolsets/` folder; designing tool parameters, return types, or struct schemas for a toolset. SKIP for: invoking existing tools at runtime (use unreal-mcp instead), authoring an Agent Skill (use unreal-skill), generic refactors that happen to touch a toolset file but don't add or redesign a tool, or unrelated uses of the word 'toolset'.
How do I install create-toolset?
In a terminal: npx skills add EpicGames/unreal-engine-skills-for-claude-code-plugin --skill create-toolset. The skills CLI asks which agents to install it for. In Claude.ai you can upload the skill folder as a ZIP under Settings → Skills.
Which agents can use create-toolset?
Skills use the open SKILL.md format, which Claude Code, Claude.ai, the Claude API, OpenAI Codex, Cursor, Gemini CLI and other agents support.
Is create-toolset safe to use?
Our automatic check found no risky patterns (piped shell scripts, hidden characters, secret access, prompt overrides). It is not a full audit – read the SKILL.md and any scripts before installing.
More skills from EpicGames/unreal-engine-skills-for-claude-code-plugin
Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a `.uproject`, add things around a PlayerStart, create or edit a Blueprint/Widget/Material/Niagara/Control Rig/Sequencer/Behavior Tree/GAS ability, read or write properties on actors (e.g. `bIsLocked` on `BP_DoorActor`), Live Coding recompile after editing C++ (`AActor`, `UMyComponent::Method`, `UPROPERTY`), or modify Static/Skeletal Mesh assets. Treat as Unreal context even without the word "Unreal": asset prefixes `BP_`, `WBP_`, `M_`, `MI_`, `NS_`, `CR_`, `SK_`, `SM_`, `ABP_`; UE C++ types/macros; `.uproject`; Content Browser; Outliner; PlayerStart; "in my game" plus UE signals. Skip for: pure conceptual/docs questions, Unity, Godot, or unrelated uses of "blueprint"/"sequencer"/"widget".
Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'register a skill so Claude picks it up'; writing or editing a `SKILL.md` inside a UE plugin's `Skills/` or `Python/skills/` folder; defining a Python skill class registered with the skill registry; calling `CreateSkill`, `ListSkills`, or `GetSkills` MCP tools; designing a skill's name, description, or instruction body. SKIP for: authoring a toolset (use create-toolset), invoking an existing skill at runtime (use unreal-mcp), editing harness-level Claude Code skills under `.claude/skills/` or `~/.claude/skills/`, or generic uses of the word 'skill'.
Related skills in Agents & Workflows
Helps users discover and install agent skills when they ask questions like "how do I do X", "find a skill for X", "is there a skill that can...", or express interest in extending capabilities. This skill should be used when the user is looking for functionality that might exist as an installable skill.
Configure this repo for the engineering skills: set up its issue tracker, triage label vocabulary, and domain doc layout. Run once before first use of the other engineering skills.
Teach the user a new skill or concept, within this workspace.
No description in the SKILL.md.
No description in the SKILL.md.
Ask which skill or flow fits your situation. A router over the skills in this repo.
No description in the SKILL.md.
Plan a huge chunk of work (more than one agent session can hold) as a shared map of decision tickets on your issue tracker, and resolve them one at a time until the way to the destination is clear.