Customizing the AI
Blueprint AI ships opinionated by default — the bundled skill encodes best practices for naming, blueprint structure, GAS patterns, multiplayer, performance, and the rest of the Unreal Engine surface area. Out of the box, the AI will:
- Prefer Blueprints over C++ when both work
- Follow Unreal naming conventions (
Afor AActor,Ufor UObject,BP_for Blueprints, …) - Use components and inheritance rather than monolithic actor classes
- Avoid tick when an event or delegate would do
- Refuse to invent APIs — it inspects existing assets first
You don’t have to configure anything for the defaults to apply. They’re encoded in the skill file that auto-installs on first editor launch.
Bundled Unreal context
Section titled “Bundled Unreal context”The skill points to a curated docs tree the AI reads on demand — so it picks the right pattern for the domain it’s working in, not a generic best-guess:
- Per-domain workflow guides (
Docs/graph/,Docs/asset/,Docs/system/) — Blueprints, Animation Blueprints, Behavior Trees, State Trees, Control Rig, EQS, Widget Blueprints, Common UI, curves, structs / enums, Enhanced Input, functional tests, replication - Full API reference (
Docs/api/) — auto-generated, mirrored per domain, plus a cross-domainDocs/api-quick-reference.mdandDocs/function-reference.md - Knowledge base (
Docs/knowledge/unreal/) — GAS, networking / Iris, animation & motion matching, Mover, Substrate materials, PCG, rendering, World Partition, Enhanced Input - Verify-loop playbook (
Docs/agentic-debug-flow.md) — when the user wants confirmation a change works, the AI drivespie start→screenshot/sequence/logs tail→pie stop
The AI loads only what the current task needs (one of the reasons the per-operation cost stays up to 12× cheaper than MCP — see Blueprint AI vs MCP for the measurement). You don’t see the docs unless you go looking — the AI consults them and writes code that reflects them.
Layering your conventions with CLAUDE.md
Section titled “Layering your conventions with CLAUDE.md”Drop a CLAUDE.md at the project root and Claude reads it on every turn as project-level memory. AGENTS.md is the open convention for shared assistant memory that Claude also reads — use either, or both. The contents are loaded verbatim as authoritative project guidance, override the bundled defaults, and the AI will quote them back if you ask why it made a choice.
Put in it anything you’d otherwise have to repeat in every prompt:
# This project
- UE 5.7, C++20, multiplayer dedicated server primary- Module name on disk is `MyGame` — never rename- All on-disk files use LF line endings + 4 spaces (no tabs)
## Coding style
- Allman braces, `const` on the left, no `m_` prefix- Header include order: CoreMinimal first, generated.h last- Files > 200 lines must be split
## Asset naming
- `BP_` Actors, `AC_` Components, `BPGM_` Game Modes, `ABP_` Animation Blueprints, `LV_` Maps- New assets go under `Content/Online/` (multiplayer) or `Content/Offline/` (menus)
## Don't
- Don't write to `Content/Fab/` or `Content/UltraDynamicSky/` — third-party- Don't commit to `main` from inside the AI session — surface the diff insteadPrecedence is explicit per-turn instructions > project CLAUDE.md > global ~/.claude/CLAUDE.md > plugin defaults. So CLAUDE.md saying “always use C++ over Blueprints, this is performance-critical” overrides the bundled default — the plugin’s job is to provide sensible defaults, not to second-guess project decisions.
Custom skills
Section titled “Custom skills”Add your own skills under <Project>/.claude/skills/. They live alongside the auto-installed Blueprint AI skill at .claude/skills/unreal/ with no conflict — use them for project-specific workflows the bundled skill doesn’t cover. A typical project’s AI-config looks like:
<Project>/├── CLAUDE.md ← project-wide conventions├── AGENTS.md ← optional, for non-Claude agents├── .claude/│ └── skills/│ ├── unreal/ ← installed by Blueprint AI│ └── my-feature/ ← your project's custom skills└── Plugins/ └── BlueprintAI/The Blueprint AI plugin only writes to .claude/skills/unreal/. Everything else is yours.
VS Code parity
Section titled “VS Code parity”The panel mirrors the Claude VS Code extension — same chat layout, same / and @ triggers, same attachment behavior, same session JSONL on disk, same skill mechanism. If you already use Claude in VS Code, the panel inside Unreal is the same surface, just docked next to a viewport instead of an editor. Teams that mix designers and engineers on the same project don’t have to learn two tools — and engineers can drive the same operations from their IDE through Headless / CI Mode.