orion-umg

Build and validate Unreal Engine UI systems using GameUI, CommonUI, and UMG workflows.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps Unreal Engine developers create, modify, validate, and debug complex GameUI, CommonUI, and UMG systems while avoiding fragile widget logic and inconsistent UI integration patterns.

Core Features & Use Cases

  • Framework-aligned UI Development: Guides creation of Widget Blueprints, HUD layouts, CommonUI activatable widgets, UIExtension slots, and GameFeature-driven UI using the project's architecture.
  • UI Automation and Validation: Supports MCP-based Widget Blueprint workflows, asset saving, compilation checks, and validation practices for reliable UI changes.
  • Use Case: Build a new game menu, HUD element, loading screen widget, or settings interface while keeping logic in C++ classes and integrating through the proper UI layer systems.

Quick Start

Use the orion-umg skill to create a new Unreal Engine UI widget that follows the project's CommonUI and GameFeature integration rules.

Frequently Asked Questions about orion-umg

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

FAQPage Schema
How do I create CommonUI widgets that integrate with GameFeatures in Unreal Engine?

Unreal Engine UI automation applies MCP-based workflows to Widget Blueprints, executing asset saving, compilation checks, and runtime validation. This ensures reliable UI changes by validating logic in C++ base classes and CommonUI activatable widgets.

How do I build a HUD layout using CommonUI and UMG without fragile widget logic?

To build a HUD layout, you apply consistent GameUI development workflows using CommonUI activatable widgets and UMG. Keeping logic in C++ base classes and integrating through UIExtension prevents fragile widget patterns and ensures robust UI systems.

Can I use MCP tools to validate Widget Blueprint compilation and asset management?

Yes, you can use MCP tools to validate Widget Blueprint compilation and asset management. The workflow supports MCP-based asset saving, compilation checks, and runtime UI validation practices to ensure reliable UI changes in Unreal Engine projects.

What is the best way to manage UIExtension slots for GameFeature-driven UI?

The best way to manage UIExtension slots is by integrating them through the proper GameFeature-driven UI layer systems. This requires adhering to C++ UI base classes, asset management rules, and localization practices for valid runtime UI integration.

Why does my CommonUI widget break when adding game menus or loading screens?

CommonUI widgets break when logic is placed directly in Widget Blueprints instead of C++ base classes. To avoid fragile widget logic and inconsistent UI integration, you must follow consistent GameUI workflows and UIExtension integration patterns.