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unreal-engine

Integrate OpenClaw with Unreal Engine 5.x projects, editors, and plugins. Use when an agent needs to inspect or scaffold Unreal Engine automation, create or modify UE5 C++ plugins, expose Blueprint-callable nodes, connect OpenClaw to the editor or a running game, drive editor-side tasks through Unreal Remote Control, or design/version-adapted workflows for Unreal Engine 5.0 and newer.

作者: admin | 来源: ClawHub
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unreal-engine

# Unreal Engine ## Overview Use this skill to connect OpenClaw-style agent workflows to Unreal Engine 5.0+ in a way that survives engine minor-version differences. In the evaluated Unreal Engine source repo, built-in `RemoteControl`, `HttpBlueprint`, `JsonBlueprintUtilities`, `PythonScriptPlugin`, and `WebSockets` support are already present, so prefer composition over engine patching. Prefer these integration paths: 1. **Editor automation path**: Use Unreal Remote Control for editor-time inspection and automation. 2. **Blueprint low-code path**: Compose `HttpBlueprint` + `JsonBlueprintUtilities` for Blueprint-driven request/response workflows. 3. **Project/plugin path**: Add a lightweight plugin that exposes OpenClaw-specific transport, auth, session, and task hooks to C++ and Blueprints. Do not assume a single Unreal API surface works identically across all 5.x releases. Keep compile-time dependencies minimal and isolate version-sensitive code. ## Integration strategy ### 1. Pick the right control plane first Choose based on the task: - **Blueprint inspection, editor object/property changes, calling exposed editor functions, preset-driven tooling** - Prefer **Unreal Remote Control**. - Best for editor-time orchestration without deeply embedding agent logic into gameplay code. - **Blueprint-first HTTP/JSON workflows without much C++** - Prefer built-in **HttpBlueprint** + **JsonBlueprintUtilities**. - Best for quick prototyping and designer-friendly task flows. - **Editor automation where Python is a better fit than C++/Blueprint** - Prefer **PythonScriptPlugin**. - Best for content tooling, batch editor scripting, and rapid iteration. - **Runtime communication from a packaged game or PIE session, Blueprint utility nodes, project-specific task execution, custom authentication/transport** - Prefer a **project plugin**. - **Both editor-time and runtime tasks** - Use both: Remote Control for editor-side work, built-in Blueprint/Python tooling where appropriate, and a plugin for runtime-safe OpenClaw-specific behavior. ### 2. Keep version compatibility broad For UE 5.0+ - Prefer engine modules with long-lived APIs: `Core`, `CoreUObject`, `Engine`, `HTTP`, `Json`, `JsonUtilities`, `WebSockets`. - Wrap version-sensitive code behind helper functions or macros. - Avoid depending on editor-only modules in runtime code. - Split runtime/editor concerns into separate modules only if the task actually needs editor extensions. ### 3. Treat Blueprint support as a first-class requirement When the user mentions Blueprints, do not stop at C++ plumbing. Provide: - `UBlueprintFunctionLibrary` nodes for one-shot operations - Optional `UGameInstanceSubsystem` or `UEngineSubsystem` for persistent connections/state - Delegate/event surfaces for async results - Simple JSON-in/JSON-out fallback nodes when typed schemas are not settled yet ## Default architecture Use this mental model unless the project requires something else: - **OpenClaw side** - Orchestrates tasks, optionally talks HTTP/WebSocket, can emit structured JSON task envelopes. - **Unreal Editor** - Remote Control exposes editor-manageable objects/functions/properties. - **Unreal plugin** - Provides Blueprint nodes and runtime transport. - Receives task envelopes, dispatches to Blueprint/C++ handlers, returns structured results. ## Task patterns ### Pattern A: Editor-time Blueprint and asset tasks Use when the goal is to: - inspect or tweak actors/components in the editor - trigger exposed functions on editor utilities - update properties on Remote Control presets - support technical art / virtual production style workflows Approach: 1. Ensure the project enables Unreal Remote Control. 2. Expose only the objects/functions/properties needed. 3. Have OpenClaw call the Remote Control HTTP/WebSocket API. 4. Keep destructive/editor-mutating actions explicit and scoped. Good fit: - level setup helpers - virtual production controls - editor utility actors/widgets - batch property updates ### Pattern B: Runtime or gameplay-adjacent tasks Use when the goal is to: - connect a running client/editor session to OpenClaw - send prompts/tasks/results over HTTP or WebSocket - make tasks callable from Blueprints - support packaged builds or PIE behavior Approach: 1. Add a runtime plugin. 2. Put transport in a subsystem or manager UObject. 3. Expose simple Blueprint nodes. 4. Return structured results and explicit errors. Good fit: - AI-driven NPC tooling - in-editor copilot panels backed by runtime-safe transport - gameplay testing hooks - diagnostics and telemetry bridges ## Workflow Follow this sequence. ### Step 1: Identify the integration target Determine: - engine version or version range - editor-only vs runtime vs both - whether Blueprints must be supported directly - transport needs: HTTP, WebSocket, local CLI bridge, or mixed - whether packaged builds matter If the source repository is not accessible, say so clearly and proceed with a standards-based scaffold. ### Step 2: Inspect the project structure For an Unreal project, look for: - `*.uproject` - `Source/` - `Plugins/` - existing module `.Build.cs` files - any existing editor utility widgets, subsystems, or automation scripts If you are generating a new plugin, prefer placing it under `Plugins/<PluginName>/`. ### Step 3: Choose a plugin shape Default to a **single runtime module** when possible. Create extra modules only if needed: - **Runtime module** for packaged/runtime-safe features - **Editor module** only for details panels, menus, custom tabs, or editor-only APIs ### Step 4: Expose Blueprint surfaces Minimum useful surface: - Connect/disconnect node - Send JSON task/request node - Async result delegate or polling getter - Availability/status node If the schema is immature, prefer these stable nodes first: - `ConnectToOpenClaw(Url, ApiKey)` - `DisconnectFromOpenClaw()` - `SendTaskJson(TaskJson)` - `GetConnectionStatus()` Then layer typed nodes later. ### Step 5: Keep JSON contracts explicit Define small message envelopes like: ```json { "id": "task-123", "type": "run_blueprint_task", "task": "summarize_scene", "payload": { "target": "/Game/Maps/TestMap" } } ``` Return results like: ```json { "id": "task-123", "ok": true, "result": { "summary": "..." }, "error": null } ``` Keep these envelopes version-neutral and avoid leaking Unreal internals into the protocol unless necessary. ### Step 6: Handle UE version differences conservatively Prefer defensive code: - Use minimal includes in headers. - Put module-heavy includes in `.cpp` files. - Avoid relying on newer helper APIs when older equivalents exist. - Gate minor differences with `ENGINE_MAJOR_VERSION` / `ENGINE_MINOR_VERSION` checks when required. ## Blueprint guidance When asked for “all types of tasks including blueprints,” interpret that as at least: - Blueprint-callable connection nodes - Blueprint-callable request/response nodes - Blueprint events/delegates for async completion - a sample actor/component/subsystem showing usage Prefer these Unreal patterns: - `UBlueprintFunctionLibrary` for stateless convenience methods - `UGameInstanceSubsystem` for persistent connection lifecycle - `DECLARE_DYNAMIC_MULTICAST_DELEGATE_*` for Blueprint events Avoid over-engineering the first pass. A minimal plugin that compiles across 5.0+ beats a feature-rich plugin that only works on one minor version. ## Remote Control guidance Use Remote Control when the task is fundamentally editor-side. Expect HTTP/WebSocket-based control of exposed properties and functions. Do not describe it as a packaged-game runtime automation layer unless the project specifically wires that up. If the user asks to manipulate Blueprints broadly, separate the request into: - **editing/inspecting Blueprint-owned objects in the editor** → Remote Control/editor tooling - **calling Blueprint nodes at runtime** → plugin-exposed Blueprint library/subsystem ## Suggested repository deliverables When scaffolding an Unreal integration, prefer these outputs: - `references/architecture.md` — integration decisions and tradeoffs - `references/blueprints.md` — Blueprint support patterns - `assets/OpenClawUnrealPlugin/` — drop-in UE plugin scaffold - optional script(s) to copy/install the plugin into a target UE project ## Validation checklist Before claiming success, verify: - plugin descriptor exists and names the module(s) - `.Build.cs` includes required dependencies only - public headers are minimal - Blueprint node names are clear and async behavior is documented - no editor-only module is required for runtime-only use - version claims are phrased as “designed for UE 5.0+” unless actually compiled/tested across versions ## Resources ### references/ Read these when needed: - `references/architecture.md` for integration choices and compatibility rules - `references/blueprints.md` for Blueprint-facing API patterns - `references/remote-control-notes.md` for editor automation guidance - `references/openclaw-api-contract.md` for the default `/api/unreal/task` request/response schema - `references/repo-evaluation-notes.md` for the verified target repo structure and integration implications - `references/engine-builtins.md` for built-in Unreal systems to compose with before adding custom code - `references/install-strategy.md` for engine-source vs project-plugin deployment choices - `references/integration-map.md` for mapping OpenClaw tasks onto confirmed engine systems - `references/sample-blueprint-flow.md` for built-in Blueprint HTTP/JSON wiring - `references/sample-python-flow.md` for editor Python automation patterns - `references/openclaw-server-notes.md` for the OpenClaw-side handler boundary - `references/sample-uproject-plugin-config.md` for project-level plugin enablement - `references/openclaw-server-handler-example.md` for a concrete `/api/unreal/task` handler sketch - `references/remote-control-extension-points.md` for repo-observed Remote Control / WebRemoteControl source touchpoints - `references/webremotecontrol-route-observations.md` for concrete route/request/response observations from the inspected engine branch ### scripts/ Use `scripts/install_plugin.sh` to copy the scaffold plugin into a target Unreal project. ### assets/ Use `assets/OpenClawUnrealPlugin/` as the drop-in plugin scaffold for UE 5.0+ projects.

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⬇ 下载 unreal-engine v0.1.0

文件大小: 33.09 KB | 发布时间: 2026-4-12 10:51

v0.1.0 最新 2026-4-12 10:51
Initial public release with repo-aware Unreal integration guidance, plugin scaffold, and built-in composition notes.

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