create-editor-plugin

Generate Unreal Engine 5.7 editor-only plugins with predefined C++ files and module configuration.

1|1|Updated Dec 1, 2025
One-click install
npx skills add https://github.com/sipherxyz/universal-ue-skills --skill create-editor-plugin-sipherxyz
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: create-editor-plugin
Source: https://github.com/sipherxyz/universal-ue-skills/tree/main/skills/create-editor-plugin
Command: npx skills add https://github.com/sipherxyz/universal-ue-skills --skill create-editor-plugin-sipherxyz

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) and assets (resource) components.

What problem does it solve?

This Skill automates the creation of a new Unreal Engine 5.7 editor-only plugin, providing a robust and well-structured starting point that adheres to best practices.

Core Features & Use Cases

  • Boilerplate Generation: Creates all necessary files (.uplugin, .Build.cs, Module .h/.cpp) with correct structure and placeholders.
  • Feature Integration: Supports adding common editor features like toolbar buttons, menu entries, and slate windows.
  • Use Case: You need to build a custom tool to automate asset validation within the Unreal Editor. This Skill generates the foundational plugin structure, allowing you to focus on implementing the validation logic.

Quick Start

Use the create-editor-plugin skill to generate a new Unreal Engine editor plugin named GameplayTagExporter.

Frequently Asked Questions about create-editor-plugin

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate an Unreal Engine 5 editor plugin from boilerplate?

Generating an Unreal Engine 5.7 editor plugin involves creating a predefined directory structure, module configuration, and essential C++ files. This process provides a structured starting point supporting optional toolbar buttons, menu entries, and slate windows.

Can I add slate windows and toolbar buttons to a UE5 plugin automatically?

Yes, you can add slate windows and toolbar buttons to a UE5 plugin automatically. The generation process supports integrating common editor features like toolbar buttons, menu entries, details panel customizations, and commandlets.

Does this boilerplate generator support details panel customization for Unreal Engine 5.7?

Yes, this boilerplate generator supports details panel customization for Unreal Engine 5.7. It creates an editor-only plugin with optional integration for details panels, slate windows, menu entries, and commandlets following established development patterns.

What's the best way to scaffold a C++ commandlet for Unreal Engine 5.7?

The best way to scaffold a C++ commandlet for Unreal Engine 5.7 is using an automated generator. It creates the essential C++ files, `.uplugin`, and `.Build.cs` module configuration with correct structure and placeholders.

Why do I need an editor-only plugin for asset validation in Unreal Engine?

You need an editor-only plugin for asset validation in Unreal Engine to build custom tools within the editor. Generating this foundational plugin structure with essential C++ files lets you focus on implementing validation logic rather than boilerplate setup.

Are there limitations to generating UE5 plugin files with this approach?

A limitation of generating UE5 plugin files this way is that it only produces foundational boilerplate. While it scaffolds module configuration and optional features like slate windows, you must manually implement the actual C++ tool logic afterward.