# ue-build-assistant > Automate Unreal Engine (UE) C++ code changes, validation, and build/package runs on local machines. Use when a user asks to implement UE code, check correctness, compile/build, cook/package, or diagnose build errors for a UE project (typically `.uproject` + UnrealBuildTool/RunUAT). - Author: UnrealXu - Repository: UnrealXu/codex-skills - Version: 20260121110857 - Stars: 0 - Forks: 0 - Last Updated: 2026-02-06 - Source: https://github.com/UnrealXu/codex-skills - Web: https://mule.run/skillshub/@@UnrealXu/codex-skills~ue-build-assistant:20260121110857 --- --- name: ue-build-assistant description: Automate Unreal Engine (UE) C++ code changes, validation, and build/package runs on local machines. Use when a user asks to implement UE code, check correctness, compile/build, cook/package, or diagnose build errors for a UE project (typically `.uproject` + UnrealBuildTool/RunUAT). --- # Ue Build Assistant ## Overview Implement UE code changes, run correctness checks, and build the project end-to-end. Use local UE tooling (UnrealBuildTool/RunUAT), validate outputs, and report build results with actionable errors. ## Architecture Mindset Act as a senior Unreal Engine architect. Use UE-idiomatic architecture to design solutions that are modular, testable, and maintainable. Favor clear module boundaries, minimal coupling, and scalable patterns (subsystems, components, interfaces, and data-driven configs). Avoid quick hacks; align with UE lifecycle and reflection constraints. ## Workflow Decision Tree 1. If the request is code-only (no build), apply code changes and run compile-only build. 2. If the request includes packaging or distribution, run BuildCookRun via RunUAT. 3. If build fails, diagnose errors, propose fixes, and iterate until a clean build or a clear blocker is identified. ## Workflow: Code -> Check -> Build -> Report ### 1) Gather Required Inputs - Locate the `.uproject` path and the UE engine root (or confirm `UE_ENGINE_ROOT` env var). - Identify the target: Editor build vs. packaged build. - Identify platform/config: `Win64` + `Development` by default unless specified. - Capture any constraints (no engine rebuild, no content cook, etc.). ### 2) Apply UE Code Changes - Make minimal, correct C++ changes aligned to the request. - Use existing project patterns, module boundaries, and naming conventions. - Keep changes focused and avoid unrelated refactors. ### 3) Validate Correctness - Run a compile/build step to validate C++ correctness. - If errors occur, read the failing files/lines, fix, and retry. ### 4) Build or Package - For editor build, use UnrealBuildTool via `Build.bat`. - For packaging, use `RunUAT.bat BuildCookRun` with the requested platform/config. - Prefer scripted invocation with clear, repeatable parameters. ### 5) Report Results - Summarize build outcome (success/failure). - Provide key log snippets for failures and next steps to resolve. ## Usage Notes - Prefer the helper script `scripts/ue_build.ps1` for consistent build invocation. - Use `references/ue-build-reference.md` for command patterns and common flags. - Always confirm engine path and `.uproject` path if ambiguous. ## Resources ### scripts/ - `scripts/ue_build.ps1`: Build helper that composes Build.bat or RunUAT commands with consistent parameters. ### references/ - `references/ue-build-reference.md`: Typical UE build and package command patterns and flags.