ChaptersManual home
Part 1 · Start here
01What this kit is 02Quick start 03Full installation 04A UEFN map project 05A Fab product project
Part 2 · Use it every day
06Your team 07A working day 08The console 09Skills and lessons 10The MCP engine 11Skills catalog 12Community 132026 Epic AI MegaJam
Part 3 · When something is wrong
14Troubleshooting 15Questions and answers
Part 4 · Reference
16Tool reference 17Glossary 18About
Manual / Chapter 11
11

Skills catalog

Skills are small folders of knowledge that Claude reads only when the task needs them. Each has a short description (so Claude knows when it is relevant without loading it), a dense body, and a references/ folder for detail that is loaded on demand. That keeps your sessions cheap. For the skills that learn from your own maps, read Skills and lessons.

Building the map

SkillWhat it gives you
verse-patternsReusable Verse idioms: state machines, multiplayer authority, central logging and timers, item pools, round progression. The coder reads the matching file before it writes a common pattern from scratch.
uefn-device-gotchasQuirks of individual device types: DemoDisplay sizing and orientation, Elimination Manager and Item Granter timing, Storm Controller and Player Spawner placement.
uefn-lessonsVerse, UEFN and MCP mistakes seen across all your projects. Read before writing or debugging Verse, and extended when something non-obvious is found.
mcp-tool-contractsOne table of "what I want to do through the MCP server" and "the exact tool that works for it". The coder, QA and bootstrap agents all use it instead of each describing the check in their own words.
performance-uefn-checklistThe short checklist the bootstrap runs in its static review and QA uses when it watches frame rate.
brand-collections-uefnRecognises which official Fortnite collection (TMNT, LEGO, Fall Guys and others) a project is built on, and how to record markers for a new one.
game-ui-designerA style guide for in-game screens such as shops, missions or teleporters. Still a draft that grows as you add reference examples.
verse-ui-kitHow to build and wire screens with Epic's free Verse UI Kit: focus, gamepad, Back, shared click events, and what to do when Epic updates its guide. Still a draft.
project-scoringHow the console's Score page measures the project against its plan: what each criterion counts, how tasks are linked to criteria, and how a new criterion is proposed and approved.
genreYour genre skills, filled from your real maps. See Skills and lessons.

Keeping token use down

SkillWhat it gives you
token-aware-codingHabits for any agent: targeted search instead of reading a whole file, precise file mentions, not re-reading what is already in context.
second-brain-queryRules for asking the second brain narrowly, so an answer stays short.
discover-retentionThe facts about the signals Discover uses (bounce rate, QPTR and others) plus a log of retention ideas tried and what happened.

Growing the map

These eight skills are about what happens once the map exists: being found, clicked, played longer and visited again. You do not need to know their names. Talk to growth-manager in plain words (help me plan the launch, why is my CTR low, write a thumbnail for this map) and it picks one skill or chains several in a sensible order. You can also name a skill yourself: use the fortnite-thumbnail-pro skill for this.

SkillWhen it is used
fortnite-analytics-coachYou paste Creator Portal numbers (CTR, playtime, day 1 and day 7 retention, CCU) or ask for a performance read. It returns a prioritised plan.
fortnite-competitor-analyzerYou ask what works in your genre. It studies top maps from public trackers and finds where you can stand out.
fortnite-marketing-launchYou are about to launch, or want to push a live map. A pre-launch, launch and post-launch plan with a content calendar.
fortnite-retention-gamedesignPlayers leave too early. Design-level fixes for onboarding, the core loop, progression and pacing.
fortnite-social-trailerTrailer scripts, short-video hooks and captions built around a strong first second.
fortnite-thumbnail-proThumbnail concepts and generation prompts that respect Epic's rules (1920x1080, no clickbait).
fortnite-title-descriptionThe whole publishing package: title, description, genre, four tags and three how-to-play lines, with character counts checked, plus a community blog text.
fortnite-update-writerPatch notes, short Discord versions and announcements that make players want to come back.
fortnite-growth-lessonsThe shared record of what really worked or flopped in growth work. Read before the eight above, and extended when a real result is known.
Note

growth-manager does not touch Verse or devices and never writes STATUS.md, ROADMAP.md or BUGS.md.

UEFN MCP skills

Fourteen skills built from the 388 tools of Epic's MCP, tested in a lab project. Per-area detail, recipes (each with a verified or unverified status) and the coverage report live in the mcp-tool-contracts references.

SkillWhat it gives you
uefn-mcp-lab-guardHow an agent tries MCP tools safely in the lab project: GUID path form, what the guard refuses and why, never work around a refusal.
uefn-validation-failure-diagnosisWhat to do when StartSession fails with Validation failed (for example a stray TargetPoint actor) and how to read the validation log.
uefn-create-use-remove-one-scriptCreate, use and remove a test object in ONE script call, so a failure never leaves clutter in the level.
uefn-mcp-heavy-callsCost limits for heavy MCP reads and writes: which calls are slow or large, and how to batch or filter them.
uefn-ui-widgetsWidget Blueprints through the MCP: widget tree, text, Verse fields, MVVM bindings, animations.
uefn-assets-dataCreate, find, copy, move and delete assets and data tables through the MCP.
uefn-editor-logsRead only the NEW editor log lines after an action; log filters and the client-log limits.
uefn-level-devicesPlace and edit actors and devices, tags, folders, event bindings, entities and device properties.
uefn-verse-buildRead, write, build and fix Verse through the MCP: the write, BuildAll, read errors, fix loop.
uefn-session-regressionPlay-in-editor smoke test: StartSession, StartGame readiness, log verdict, StopGame, StopSession.
uefn-scripting-batchRun five or more MCP calls in one server-side script, and the traps (no rollback, guard blind inside scripts).
uefn-materialsMaterials and material instances: create, parameters, parent, usage flags.
uefn-vfx-niagaraNiagara systems and emitters: create, add and set modules, read and restore.
uefn-physics-meshStatic and skeletal meshes, physics assets and textures through the MCP, with the tools known to be refused or crash-prone.

Where they live

User-level skills are installed in ~/.claude/skills/<name>/. The kit does not delete skills you added yourself. A project can override any agent by putting an agent with the same name in its own .claude/agents/ folder; the project's version wins, only there.