vs-ue-build-manteumtower

Compile the ManteumTower Editor with UBT and output JSON build results.

Updated Aug 23, 2026
One-click install
npx skills add https://github.com/moraluco/Illusion-Cursor-dev-kit --skill vs-ue-build-manteumtower
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: vs-ue-build-manteumtower
Source: https://github.com/moraluco/Illusion-Cursor-dev-kit/tree/main/.cursor/skills/vs-ue-build-manteumtower
Command: npx skills add https://github.com/moraluco/Illusion-Cursor-dev-kit --skill vs-ue-build-manteumtower

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Provides a deterministic, automatable way to run Unreal Build Tool (UBT) for the ManteumTower project on Windows so C++ and plugin changes can be validated by compilation and machine-readable build output, preventing regressions introduced by uncompiled edits.

Core Features & Use Cases

  • Editor-target compilation: Invokes the project-specific tooling to compile only the ManteumTowerEditor target, suitable after modifying Source/ or Plugins/.
  • Machine-readable results: Expects the build tool to emit a single-line JSON on stdout containing success, exitCode, and errors fields for automated parsing and actionable error locations.
  • Engine path configuration: Honors environment variables like ENGINE_AS_ROOT or AS_LEARN_UE_ENGINE_ROOT to locate the engine root when ue-editor-launch conventions are used.
  • Agent workflow integration: Designed for Agent execution: change detection → run compilation → parse JSON → continue edits or report errors, and aligns with small-commit best practices to avoid losing C++ work-in-progress.

Quick Start

From the ManteumTower project root run npm run compile:editor to build the Editor and inspect the final stdout JSON line for errors.

Frequently Asked Questions about vs-ue-build-manteumtower

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

FAQPage Schema
How do I compile the Unreal Engine editor with UBT on Windows after modifying C++ source files?

To compile the Unreal Engine editor with UBT on Windows, run `npm run compile:editor` from the project root. This invokes project-specific build tooling to validate Source/ and Plugins/ edits and outputs a single-line JSON with success, exitCode, and errors.

What is the best way to automate Unreal Engine project builds and get machine-readable error output?

Automating Unreal Engine project builds is done by running UBT through an npm script that emits a single-line JSON on stdout. This JSON contains success, exitCode, and errors fields, allowing automated parsing to identify regressions from uncompiled C++ edits.

How does the Unreal Build Tool resolve the engine root path when compiling editor targets?

The Unreal Build Tool resolves the engine root path by honoring environment variables like `ENGINE_AS_ROOT` or `AS_LEARN_UE_ENGINE_ROOT`. Setting these ensures UBT can correctly locate the engine installation when compiling the editor target.

Can I integrate editor compilation into an automated agent workflow for detecting C++ changes?

Yes, you can integrate editor compilation into an automated agent workflow by chaining change detection, running the UBT compilation via npm, and parsing the resulting JSON output. This allows the agent to continue edits or report errors based on the build result.

Why does my Unreal Engine editor build fail after adding new plugins to the project?

An Unreal Engine editor build may fail after adding new plugins if the changes are not properly compiled by UBT. Running the editor-target compilation validates these plugin edits and returns actionable error locations in the stdout JSON to help fix regressions.