--- name: unreal-overview description: Route Unreal Engine 5.6+ work to the right Artyx skill. Use for choosing a production workflow across C++, Blueprints, rendering, animation, worlds, cinematics, performance, packaging, or the experimental UE 5.8 native MCP server. --- # Unreal Engine production map Target UE 5.6+ for production guidance. Treat UE 5.8-only native MCP behavior as experimental; do not assume it is present in 5.6 or 5.7 projects. | Need | Load | | --- | --- | | Connect an agent to a live UE 5.8 editor | `../unreal-engine-mcp/SKILL.md` | | Choose C++/Blueprint boundaries, modules, assets | `../unreal-project-architecture/SKILL.md` | | Build gameplay, input, components, replication | `../unreal-blueprints-cpp/SKILL.md` | | Import assets or author materials | `../unreal-assets-materials/SKILL.md` | | Light, profile, or debug the frame | `../unreal-lighting-rendering/SKILL.md` | | Rig, retarget, or animate characters | `../unreal-animation-rigging/SKILL.md` | | Build streaming/open worlds, PCG, or levels | `../unreal-world-building/SKILL.md` | | Make a Sequence or render a shot | `../unreal-cinematics/SKILL.md` | | Optimize, test, cook, package, or ship | `../unreal-performance-packaging/SKILL.md` | Start from the narrowest matching skill, then read only its linked reference. Keep source assets, engine plugins, target platforms, and project constraints explicit before changing a project. ## Non-negotiable production loop 1. Inspect the project settings, map, target platform, and existing assets before creating work. 2. Make one coherent change; compile/cook the smallest affected surface. 3. Validate in the real runtime or editor subsystem that owns the behavior. 4. Profile before optimizing and preserve a reproducible baseline. Official index: .