AI ForgeKit
An AI development environment for Unreal Engine 5. Skills, agents, and rules that make AI coding assistants effective at UE game development.
A production-grade Claude Code environment for Unreal Engine 5 projects. Drop it into any UE5+ project and get an AI-assisted development workflow with orchestrated agents, persistent wikis, and automated build pipelines.
AI ForgeKit is coming soon on GitHub. Free and open source under the MIT license.
What it is#
AI ForgeKit is a configuration layer for Claude Code
that makes it effective at Unreal Engine game development. It is not a plugin
or an editor tool. It is a set of rules, agents, and skills that live in your
project alongside your source code, in .claude/ and Docs/.
Claude Code is a capable general-purpose coding assistant. AI ForgeKit adds the domain knowledge and workflow structure that UE5 C++ development requires: understanding of UBT, UHT, reflection macros, GAS, replication patterns, and the dual design/code documentation model.
Who it is for#
- UE5 C++ developers who want AI assistance that understands Unreal idioms
- Solo developers and small teams who want AI to handle boilerplate, review, and documentation without constant hand-holding
- Projects using Git or Perforce: ForgeKit auto-detects and adapts to either
What is included#
Skills (slash commands)#
| Command | Purpose |
|---|---|
/setup |
Configure project: discovers engine path, VCS, GAS, plugins |
/build |
Compile the project and parse UBT output |
/review |
Review code changes using a game dev quality rubric |
/map-codebase |
Scan Source/ and populate the Dev wiki |
/map-design |
Discover game design data and populate the Design wiki |
/state-save |
Save session progress across conversation clears |
/state-load |
Restore session context at the start of a new session |
/validate |
Self-validating loop: spawns parallel agents to verify work |
/remember |
Store a quick note in working memory |
/recall |
Search across all wiki and memory layers |
/health-check |
Validate environment integrity |
/update |
Analyze friction logs and propose environment improvements |
Specialized agents#
Each agent has a tuned role and restricted tool access: debugger, explorer, implementer, planner, performance analyst, researcher, and reviewer. The orchestrator routes your request to the right agent automatically.
Rules#
Rule files cover: orchestrator routing, autonomy boundaries, VCS discipline, build conventions, testing, C++ patterns, Blueprint constraints, context management, self-learning, and error handling.
Official plugins#
ForgeKit installs three official Anthropic plugins during /setup:
| Plugin | Purpose |
|---|---|
skill-creator |
Build and package custom skills for your project |
clangd-lsp |
C++ code intelligence: completions, go-to-definition, diagnostics |
pr-review-toolkit |
Structured pull request review using the game dev rubric |
Bundled skills#
Three additional skills ship with ForgeKit for common day-to-day tasks:
| Command | Purpose |
|---|---|
/simplify |
Reduce complexity in a class or function while preserving behavior |
/batch |
Apply a repeated change across multiple files in one pass |
/debug |
Focused debugging session with structured hypothesis tracking |
Dual wiki system#
Two persistent wikis live in Docs/ alongside your source code:
- Design wiki (
Docs/Design/): game design categories discovered from your project content by/map-designand maintained by hand between sessions. - Dev wiki (
Docs/Dev/): C++ classes, systems, module map. Populated by/map-codebasefrom your actual source tree.
The wikis persist across conversation clears, grounding the AI in your project rather than generic UE5 knowledge.
Works with any UE5 project#
AI ForgeKit has no hard dependencies on any specific plugin or project
structure. It works with any UE5 project that has a Source/ directory and
a .uproject file. The /setup wizard discovers what your project has and
configures itself accordingly.
Projects using the Blueprint AI Assistant plugin get additional capability: the AI can read and modify Blueprint assets directly, not just C++ code. See Using with Blueprint AI Assistant for details.
Getting started#
- Install AI ForgeKit: clone and copy files into your project
- Run /setup: auto-configure for your engine and VCS
- Run
/map-codebaseto populate the Dev wiki with your actual class data - Describe a feature, report a bug, or ask a question