danmossa/spacetimedb-skills

spacetimedb-client-unreal

Use when writing SpacetimeDB Unreal Engine clients, generated Unreal bindings, Unreal plugin setup, `DbConnection`, ticking the connection, cache access, subscriptions, reducer invocation, or identity handling.

First seen May 7, 2026

Installation

$ npx skills add danmossa/spacetimedb-skills --skill spacetimedb-client-unreal

Summary

  • Use when writing SpacetimeDB Unreal Engine clients, generated Unreal bindings, Unreal plugin setup, `DbConnection`, ticking the connection, cache access, subscriptions, reducer invocation, or identity handling.
  • Triggers on: Unreal, Unreal Engine, UE, Unreal SDK, URemoteTable, USubscriptionBuilder.

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More details

Agent compatibility

Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.

Claude Code Not declared
Cursor Not declared
Codex Not declared
GitHub Copilot Not declared
Windsurf Not declared
Gemini CLI Not declared
Cline Not declared
OpenCode Not declared

Repository health

Stars 19
License MIT
Default branch main
Open issues 0
Status Active

Skill metadata

Parsed from SKILL.md frontmatter.

LicenseMIT

Package contents

Files included with this skill beyond the listing page.

  • skill md SKILL.md 2,323 B
  • docs SUMMARY.md 331 B

History

  1. First seen on skills.sh
  2. First recorded snapshot · 31 installs

SKILL.md

Use this skill for Unreal Engine client implementation.

Core Unreal patterns

Generate Unreal bindings with the project module details:

spacetime generate --lang unrealcpp --uproject-dir path/to/Game.uproject --module-path spacetimedb --unreal-module-name Game

Connection shape:

UDbConnection* Conn = UDbConnection::Builder()
    ->WithUri(TEXT("ws://localhost:3000"))
    ->WithDatabaseName(TEXT("my-database"))
    ->OnConnect(OnConnectDelegate)
    ->OnConnectError(OnConnectErrorDelegate)
    ->OnDisconnect(OnDisconnectDelegate)
    ->Build();

Runtime rules

  • The Unreal SDK processes messages automatically through WebSocket callbacks and UDbConnection ticking; do not add a manual polling loop unless the project already has one.
  • Use generated Conn->Db table objects for subscribed cache reads and Conn->Reducers for reducer calls.
  • Bind OnInsert, OnDelete, OnUpdate, and reducer delegates before subscribing when startup events matter.
  • SubscribeToAllTables() is useful for examples; production code should subscribe to specific SQL/query sets.
  • Use generated Unreal class and delegate names from the project. Do not copy sample UUserTable or FUserType identifiers unless they exist locally.
  • Keep plugin setup, generated code, and gameplay classes separate unless the existing project layout combines them.

Reference map

Need Open
Unreal SDK API [references/clients-unreal.md](references/clients-unreal.md)

Guidance

  • Keep Unreal connection ticking and callback binding patterns consistent with the reference.
  • Use generated Unreal class names from the local project rather than copying sample identifiers blindly.
  • Route complete Unreal tutorial work to [spacetimedb-tutorials](../spacetimedb-tutorials/SKILL.md).