From epic-launcher
Make a UE5 project show up as a tile in Epic Games Launcher → Library → My Projects (macOS) when the project lives outside the default `~/Documents/Unreal Projects/` folder. Use when the user says the project is missing from EGL, only sees `Documents/Unreal Projects` projects, wants to "加入 EGL"、"加 project link"、"Library 看不到專案"、"My Projects 沒顯示"、"在 ~/work 的專案沒出現在 launcher".
How this skill is triggered — by the user, by Claude, or both
Slash command
/epic-launcher:egl-project-tileThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
EGL's Library → Unreal Engine → "My Projects" tile grid is populated mainly by scanning **one fixed folder**:
EGL's Library → Unreal Engine → "My Projects" tile grid is populated mainly by scanning one fixed folder:
~/Documents/Unreal Projects/Projects outside that path will not appear as tiles from the scan source. The fix: place a link inside the scan folder that points at the real project directory.
On macOS use a regular symlink. ln -s does not need sudo or Developer Mode.
ln -s "<absolute-path-to-real-project-dir>" \
"$HOME/Documents/Unreal Projects/<DisplayName>"
Example:
ln -s "$HOME/work/MyProject/SampleProject" \
"$HOME/Documents/Unreal Projects/[MyProject] SampleProject"
Verify: ls -la "$HOME/Documents/Unreal Projects/<DisplayName>" should show l... (symlink) and the correct target.
Then fully quit EGL (⌘Q, or right-click dock icon → Quit — closing the window leaves it running) and relaunch.
EGL on macOS displays the symlink path in the tile tooltip, not the resolved target. So the symlink folder name is what users see when identifying which project a tile maps to.
.uproject filenameIf multiple repos contain a .uproject with the same filename (e.g. several SampleProject.uproject), give each symlink a distinct, prefixed display name so tooltips and tile paths stay readable:
~/Documents/Unreal Projects/[ProjectA] SampleProject → ~/work/ProjectA/SampleProject
~/Documents/Unreal Projects/[ProjectB] SampleProject → ~/work/ProjectB/SampleProject
Brackets and spaces in the symlink name are fine — EGL renders them verbatim in the tile tooltip path. The tile's underlying display label still comes from the .uproject file (so the visible label may still read SampleProject); the prefix shows up in the tooltip path, which is what disambiguates them at a glance.
RecentlyOpenedProjectFiles can also produce tilesOn macOS EGL also surfaces tiles for paths recorded in ~/Library/Application Support/Epic/UnrealEngine/<ver>/Saved/Config/MacEditor/EditorSettings.ini under RecentlyOpenedProjectFiles, even when those paths live outside ~/Documents/Unreal Projects/. This means a project the user has previously opened (with EGL having recorded it) may already be a tile without any symlink. Do not assume the absence of a tile means the project has never been seen — check that file first.
The two sources (~/Documents/Unreal Projects/ scan and RecentlyOpenedProjectFiles) coexist and do not dedup against each other: a project linked via symlink and also present in RecentlyOpenedProjectFiles will produce two separate tiles. If two tiles for the "same" project annoy the user, either drop the symlink or remove the corresponding RecentlyOpenedProjectFiles line from EditorSettings.ini.
~/Documents/Unreal Projects/. The user's git working tree, build scripts, and tooling assume the original path. Moving it breaks all of that.RecentlyOpenedProjectFiles, but the behaviour is not guaranteed; the symlink is the deterministic fix.Creates, edits, and optimizes skills for Claude Code, including drafting, evaluating with test prompts, iterating on performance, and improving skill descriptions for better triggering accuracy.
npx claudepluginhub echoulen/ue5-marketplace --plugin epic-launcher