# Send Unreal Engine to your agent
Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.
## Fast path
- Download the package from Yavira.
- Extract it into a folder your agent can access.
- Paste one of the prompts below and point your agent at the extracted folder.
## Suggested prompts
### New install

```text
I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete.
```
### Upgrade existing

```text
I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run.
```
## Machine-readable fields
```json
{
  "schemaVersion": "1.0",
  "item": {
    "slug": "unreal-engine",
    "name": "Unreal Engine",
    "source": "tencent",
    "type": "skill",
    "category": "AI 智能",
    "sourceUrl": "https://clawhub.ai/ivangdavila/unreal-engine",
    "canonicalUrl": "https://clawhub.ai/ivangdavila/unreal-engine",
    "targetPlatform": "OpenClaw"
  },
  "install": {
    "downloadUrl": "/downloads/unreal-engine",
    "sourceDownloadUrl": "https://wry-manatee-359.convex.site/api/v1/download?slug=unreal-engine",
    "sourcePlatform": "tencent",
    "targetPlatform": "OpenClaw",
    "packageFormat": "ZIP package",
    "primaryDoc": "SKILL.md",
    "includedAssets": [
      "SKILL.md"
    ],
    "downloadMode": "redirect",
    "sourceHealth": {
      "source": "tencent",
      "slug": "unreal-engine",
      "status": "healthy",
      "reason": "direct_download_ok",
      "recommendedAction": "download",
      "checkedAt": "2026-05-04T07:47:18.660Z",
      "expiresAt": "2026-05-11T07:47:18.660Z",
      "httpStatus": 200,
      "finalUrl": "https://wry-manatee-359.convex.site/api/v1/download?slug=unreal-engine",
      "contentType": "application/zip",
      "probeMethod": "head",
      "details": {
        "probeUrl": "https://wry-manatee-359.convex.site/api/v1/download?slug=unreal-engine",
        "contentDisposition": "attachment; filename=\"unreal-engine-1.0.0.zip\"",
        "redirectLocation": null,
        "bodySnippet": null,
        "slug": "unreal-engine"
      },
      "scope": "item",
      "summary": "Item download looks usable.",
      "detail": "Yavira can redirect you to the upstream package for this item.",
      "primaryActionLabel": "Download for OpenClaw",
      "primaryActionHref": "/downloads/unreal-engine"
    },
    "validation": {
      "installChecklist": [
        "Use the Yavira download entry.",
        "Review SKILL.md after the package is downloaded.",
        "Confirm the extracted package contains the expected setup assets."
      ],
      "postInstallChecks": [
        "Confirm the extracted package includes the expected docs or setup files.",
        "Validate the skill or prompts are available in your target agent workspace.",
        "Capture any manual follow-up steps the agent could not complete."
      ]
    }
  },
  "links": {
    "detailUrl": "https://openagent3.xyz/skills/unreal-engine",
    "downloadUrl": "https://openagent3.xyz/downloads/unreal-engine",
    "agentUrl": "https://openagent3.xyz/skills/unreal-engine/agent",
    "manifestUrl": "https://openagent3.xyz/skills/unreal-engine/agent.json",
    "briefUrl": "https://openagent3.xyz/skills/unreal-engine/agent.md"
  }
}
```
## Documentation

### Garbage Collection

Raw pointers to UObjects get garbage collected — use UPROPERTY() to prevent
UPROPERTY() marks for GC tracking — without it, pointer becomes dangling
TWeakObjectPtr for optional references — doesn't prevent collection, check IsValid()
NewObject<T>() for UObjects — never raw new, GC won't track it

### UPROPERTY and UFUNCTION

UPROPERTY() required for Blueprint access — and for GC tracking
UFUNCTION() for Blueprint callable/events — also required for replication
EditAnywhere vs VisibleAnywhere — edit allows changes, visible is read-only
BlueprintReadWrite vs BlueprintReadOnly — controls Blueprint access level

### Actor Lifecycle

BeginPlay after all components initialized — safe to access components
Constructor runs on CDO (Class Default Object) — don't spawn actors or access world
PostInitializeComponents before BeginPlay — for component setup
EndPlay for cleanup — called on destroy and level transition

### Tick Performance

Disable tick when not needed — PrimaryActorTick.bCanEverTick = false
Use timers instead of tick + counter — GetWorldTimerManager().SetTimer()
Tick groups for ordering — PrePhysics, DuringPhysics, PostPhysics
Blueprint tick expensive — move hot logic to C++

### Replication

Server is authority — clients request, server validates and replicates
UPROPERTY(Replicated) for variable sync — implement GetLifetimeReplicatedProps
UFUNCTION(Server) for client-to-server RPC — must be Reliable or Unreliable
HasAuthority() to check if server — before executing authoritative logic
Role and RemoteRole for network role checks — ROLE_Authority is server

### Asset References

Hard references load with parent — bloats memory, use for always-needed
Soft references (TSoftObjectPtr) load on demand — for optional or large assets
LoadSynchronous() or AsyncLoad for soft refs — don't access until loaded
Blueprint class references: TSubclassOf<T> — type-safe class selection

### Memory and Pointers

TSharedPtr for non-UObjects — reference counted, auto-deletes
TUniquePtr for exclusive ownership — can't copy, moves only
MakeShared<T>() for creation — single allocation for object and control block
Never mix raw new/delete with smart pointers — choose one pattern

### Common Mistakes

Accessing null actor in Blueprint — use IsValid() node before access
PIE (Play In Editor) vs packaged build differ — test shipping build
Hot reload corrupts Blueprints — close editor, build, reopen
GetWorld() null in constructor — world doesn't exist yet, use BeginPlay
Spawning in constructor crashes — defer to BeginPlay or later
FString for display, FName for identifiers — FName is hashed, faster comparison
## Trust
- Source: tencent
- Verification: Indexed source record
- Publisher: ivangdavila
- Version: 1.0.0
## Source health
- Status: healthy
- Item download looks usable.
- Yavira can redirect you to the upstream package for this item.
- Health scope: item
- Reason: direct_download_ok
- Checked at: 2026-05-04T07:47:18.660Z
- Expires at: 2026-05-11T07:47:18.660Z
- Recommended action: Download for OpenClaw
## Links
- [Detail page](https://openagent3.xyz/skills/unreal-engine)
- [Send to Agent page](https://openagent3.xyz/skills/unreal-engine/agent)
- [JSON manifest](https://openagent3.xyz/skills/unreal-engine/agent.json)
- [Markdown brief](https://openagent3.xyz/skills/unreal-engine/agent.md)
- [Download page](https://openagent3.xyz/downloads/unreal-engine)