From ue5-blueprints
Export Blueprints from a running UE5 Editor for analysis. Use when the user wants to export, scan, or snapshot their Blueprints.
How this skill is triggered — by the user, by Claude, or both
Slash command
/ue5-blueprints:blueprint-exportThis skill is limited to the following tools:
The summary Claude sees in its skill listing — used to decide when to auto-load this skill
Export Blueprints from a running UE5 Editor via Python remote execution.
Export Blueprints from a running UE5 Editor via Python remote execution.
/ue5-blueprints:setup if not done)Ask the user for the Blueprint path(s) they want to export. These look like:
/Game/MyProject/Blueprints/BP_PlayerCharacter/Game/MyProject/UI/WBP_MainMenuThey can find this by right-clicking any asset in the Content Browser and choosing "Copy Reference".
Write a JSON config file for the export scripts. Use ${CLAUDE_PLUGIN_DATA} for output:
For T3D export, write to ${CLAUDE_PLUGIN_DATA}/export_targets.json:
[
{"path": "/Game/...", "output": "MyBP.t3d"}
]
For snapshot, write to ${CLAUDE_PLUGIN_DATA}/snapshot_targets.json:
[
{"path": "/Game/...", "output": "MyBP_snapshot.json", "graphs": ["EventGraph", "MyFunction"]}
]
Set "graphs" to null to export ALL graphs in the Blueprint.
Set the output directory and run:
UE5BP_OUTPUT_DIR="${CLAUDE_PLUGIN_DATA}" python "${CLAUDE_PLUGIN_ROOT}/scripts/run_in_editor.py" "${CLAUDE_PLUGIN_ROOT}/scripts/bp_export_t3d.py"
Or for snapshot:
UE5BP_OUTPUT_DIR="${CLAUDE_PLUGIN_DATA}" python "${CLAUDE_PLUGIN_ROOT}/scripts/run_in_editor.py" "${CLAUDE_PLUGIN_ROOT}/scripts/bp_snapshot.py"
Read the output files to verify export succeeded. Report file sizes and node counts to the user.
Suggest next steps:
/ue5-blueprints:blueprint-audit to analyze the exported data/ue5-blueprints:blueprint-check for a quick paste-and-checknpx claudepluginhub afterrealm/ue5-blueprint-skillsInspects and analyzes Unreal Engine blueprint exports, bytecode, and graph data using the BPX blueprint command. Useful for reverse-engineering, debugging, and understanding blueprint logic.
Defines boundaries between Blueprints and C++ in Unreal Engine, keeping graphs readable and avoiding hidden architecture from graph sprawl.
Drives Unreal Engine 5.7/5.8 via MCP with engine-level gotchas, silent-fail edges, crash patterns, and proven call sequences. Activates on UE5/MCP tool detection or UE terms.