orion-ui-blueprint-framework

Guide extension of Unreal Engine UI Blueprint frameworks with architecture-aware workflows.

16|3|Updated Jun 13, 2026
One-click install
npx skills add https://github.com/OrionUE/Orion_FreeEdition --skill orion-ui-blueprint-framework
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: orion-ui-blueprint-framework
Source: https://github.com/OrionUE/Orion_FreeEdition/tree/main/.agents/skills/orion-ui-blueprint-framework
Command: npx skills add https://github.com/OrionUE/Orion_FreeEdition --skill orion-ui-blueprint-framework

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps AI-assisted Unreal Engine development teams navigate and extend complex UI Blueprint frameworks by providing architecture rules, asset guidance, and C++ to Blueprint boundaries.

Core Features & Use Cases

  • UI Framework Guidance: Documents reusable Unreal UI Blueprint patterns covering HUD, menus, settings, online interfaces, interaction widgets, themes, and CommonUI layers.
  • Asset and Workflow Routing: Guides MCP-based inspection and editing workflows using validated tools for Widget Blueprints, layouts, properties, and project-specific UI automation.
  • Use Case: When adding a new settings screen or menu flow in an Unreal project, use this Skill to identify the correct base classes, assets, layer routing, and validation steps before making changes.

Quick Start

Use the orion-ui-blueprint-framework skill to review and extend the Content/UI Blueprint framework for a new Unreal Engine feature.

Frequently Asked Questions about orion-ui-blueprint-framework

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

FAQPage Schema
How do I build a scalable Unreal Engine UI Blueprint framework?

To build a scalable Unreal Engine UI Blueprint framework, follow architecture-aware workflows that define C++ to Blueprint boundaries, base classes, and asset validation procedures for reusable widgets. This maintains scalable HUD layouts, menus, and CommonUI layers.

What is the best way to add a new settings screen using CommonUI in Unreal?

The best way to add a settings screen using CommonUI is to identify correct base classes, assets, layer routing, and validation steps before making changes. This enforces documented C++ contracts and project-specific UI automation practices.

How does MCP-based asset editing work for Unreal Engine Widget Blueprints?

MCP-based asset editing works for Unreal Widget Blueprints by guiding validated inspection and editing workflows for properties and layouts. It routes UI automation tasks through documented tools to ensure asset validation and adherence to C++ contracts.

Can I use MCP workflows to maintain existing menus and interaction widgets in Unreal?

Yes, you can use MCP workflows to maintain existing menus and interaction widgets in Unreal. The framework guides inspection and editing of widget properties and layouts while enforcing architecture rules and C++ to Blueprint boundaries.

Why do I need documented C++ contracts for Unreal UI development?

You need documented C++ contracts for Unreal UI development to establish clear boundaries between C++ base classes and Blueprint responsibilities. This prevents architectural decay when extending reusable frameworks for HUD, menus, and online interfaces.

What are the limitations of extending Unreal UI frameworks without architecture-aware validation?

Without architecture-aware validation, extending Unreal UI frameworks risks breaking C++ contracts, misrouting CommonUI layers, and corrupting asset properties. Bypassing validated MCP workflows for widget layouts degrades reusable UI structure and project automation.