name: UE5 Development description: This skill should be used when the user is working in an Unreal Engine 5 project, mentions "UE5", "Unreal", "blueprints", "UnrealBuildTool", "UBT", asks about "editor logs", "build errors", "crash reports", or when a .uproject file is detected in the working directory. Provides knowledge about engine control, log locations, error patterns, and development workflows.
UE5 Development Skill
Specialized knowledge for working with Unreal Engine 5 projects, including engine lifecycle management, log analysis, and debugging workflows.
Detecting UE5 Projects
Identify UE5 projects by checking for:
.uprojectfile in current directory or parent directoriesSource/directory with C++ game codeContent/directory with assetsSaved/directory with logs and configs
To find the project file:
find . -maxdepth 2 -name "*.uproject" 2>/dev/null | head -1
Engine Installation Paths
Default installation locations by platform:
| Platform | Default Path |
|---|---|
| macOS | /Users/Shared/Epic Games/UE_5.x |
| Windows | C:\Program Files\Epic Games\UE_5.x |
| Linux | ~/UnrealEngine or /opt/UnrealEngine |
To detect the engine path, check for user settings in .claude/unreal-engine.local.md first, then fall back to defaults.
Log File Locations
Project Logs (Most Important)
Located in [ProjectRoot]/Saved/Logs/:
[ProjectName].log- Main editor/game log[ProjectName]-backup-*.log- Previous session logs
System Logs by Platform
macOS:
~/Library/Logs/Unreal Engine/UnrealEditor/~/Library/Application Support/Epic/UnrealEngine/
Windows:
%LOCALAPPDATA%\UnrealEngine\5.x\Saved\Logs\%APPDATA%\Unreal Engine\
Linux:
~/.config/unrealengine/~/.local/share/unrealengine/
Build Logs
UnrealBuildTool output goes to:
- Console output (primary source)
[ProjectRoot]/Saved/Logs/UnrealBuildTool/
Starting the Editor
macOS
# Find the editor binary
EDITOR="/Users/Shared/Epic Games/UE_5.4/Engine/Binaries/Mac/UnrealEditor.app/Contents/MacOS/UnrealEditor"
# Launch with project
"$EDITOR" "/path/to/Project.uproject"
Windows
# Launch editor
& "C:\Program Files\Epic Games\UE_5.4\Engine\Binaries\Win64\UnrealEditor.exe" "C:\path\to\Project.uproject"
Linux
~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor "/path/to/Project.uproject"
Stopping the Editor
macOS
# Graceful shutdown
pkill -TERM UnrealEditor
# Force kill if needed (wait 5 seconds first)
pkill -9 UnrealEditor
Windows
# Graceful
Stop-Process -Name "UnrealEditor" -ErrorAction SilentlyContinue
# Force
Stop-Process -Name "UnrealEditor" -Force -ErrorAction SilentlyContinue
Linux
pkill -TERM UnrealEditor
Building with UnrealBuildTool
Build Command Structure
# macOS/Linux
"$ENGINE_PATH/Engine/Build/BatchFiles/Mac/Build.sh" \
[ProjectName][Target] \
[Platform] \
[Configuration] \
-Project="$PROJECT_PATH" \
-WaitMutex
# Windows
"%ENGINE_PATH%\Engine\Build\BatchFiles\Build.bat" ^
[ProjectName][Target] ^
[Platform] ^
[Configuration] ^
-Project="%PROJECT_PATH%" ^
-WaitMutex
Common Targets
| Target | Description |
|---|---|
Editor |
Build for editor (e.g., MyGameEditor) |
Game |
Standalone game build |
Client |
Multiplayer client |
Server |
Dedicated server |
Build Configurations
| Config | Use Case |
|---|---|
Development |
Default, debugging enabled |
DebugGame |
Full debugging, slower |
Shipping |
Release, optimized |
Test |
Testing builds |
Example Build Commands
# macOS - Build editor
"/Users/Shared/Epic Games/UE_5.4/Engine/Build/BatchFiles/Mac/Build.sh" \
MyGameEditor Mac Development \
-Project="/path/to/MyGame.uproject"
# Rebuild (clean + build)
"/Users/Shared/Epic Games/UE_5.4/Engine/Build/BatchFiles/Mac/Build.sh" \
MyGameEditor Mac Development \
-Project="/path/to/MyGame.uproject" \
-Clean
Reading and Analyzing Logs
Tail Recent Logs
# Show last 100 lines and follow
tail -n 100 -f Saved/Logs/*.log
Filter for Errors
# Show only errors and warnings
grep -E "(Error|Warning|Fatal)" Saved/Logs/*.log
Common Error Patterns
| Pattern | Meaning |
|---|---|
LogCompile: Error: |
C++ compilation error |
LogBlueprint: Error: |
Blueprint compilation error |
LogLinker: Warning: |
Asset reference issues |
Assertion failed: |
Runtime assertion (crash) |
Fatal error: |
Unrecoverable crash |
LogShaderCompiler: Error: |
Shader compilation failure |
LogAssetRegistry: |
Asset loading issues |
LogHotReload: |
Hot reload/Live Coding issues |
Crash Reports
Located in:
[Project]/Saved/Crashes/- macOS:
~/Library/Logs/DiagnosticReports/(look for UnrealEditor*)
Crash logs contain:
- Stack trace
- Loaded modules
- Thread state
- Register values
Development Workflow
Standard Build-Test Cycle
- Stop editor - Ensure no locks on files
- Build - Compile changes
- Start editor - Launch with project
- Check logs - Monitor for errors
Debugging Build Failures
When a build fails:
- Read the last 50 lines of build output
- Look for
error:orError:lines - Check if it's a:
- Compilation error - Fix C++ code
- Linker error - Check includes/dependencies
- Blueprint error - Fix in editor
- Search project source for the error location
- Fix and rebuild
Debugging Runtime Issues
When the editor crashes or behaves unexpectedly:
- Check
Saved/Logs/[Project].logfor recent errors - Look for
Fatal errororAssertion failed - Check crash dumps in
Saved/Crashes/ - Correlate with recent code changes
User Settings
Check for user configuration in .claude/unreal-engine.local.md:
---
engine_path: /custom/path/to/UE_5.4
build_config: Development
platform: Mac
---
Parse with:
# Extract engine_path
grep "^engine_path:" .claude/unreal-engine.local.md | cut -d: -f2- | tr -d ' '
Platform Detection
Detect current platform for cross-platform commands:
case "$(uname -s)" in
Darwin) PLATFORM="Mac" ;;
Linux) PLATFORM="Linux" ;;
MINGW*|CYGWIN*|MSYS*) PLATFORM="Win64" ;;
*) PLATFORM="Unknown" ;;
esac
Additional Resources
Reference Files
For detailed information, consult:
references/error-patterns.md- Comprehensive error pattern guidereferences/ubt-flags.md- UnrealBuildTool command-line flags
Scripts
Utility scripts for common operations:
scripts/detect-project.sh- Find .uproject and engine pathscripts/parse-settings.sh- Read user configuration