create-interface

Creates a Blueprint-callable Unreal Engine interface with C++ UINTERFACE backing.

Updated May 29, 2026
One-click install
npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill create-interface-janvogelsang
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: create-interface
Source: https://github.com/JanVogelsang/UE-AgentFramework/tree/main/UnrealEngine/skills/create-interface
Command: npx skills add https://github.com/JanVogelsang/UE-AgentFramework --skill create-interface-janvogelsang

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Setting up a Blueprint-exposed interface in Unreal Engine requires boilerplate across multiple files: a UINTERFACE class, an interface class with BlueprintNativeEvent functions, actor implementation, and correct Execute_ call syntax. This Skill provides the complete pattern so interactable objects can be wired up without memorizing Unreal's interface conventions. ## Core Features & Use Cases - Interface Header Generation: Produces the U{{arg}}/I{{arg}} class pair with UINTERFACE(MinimalAPI) and a BlueprintNativeEvent method. - Actor Implementation Pattern: Shows how to inherit the interface on an actor and override the _Implementation function. - Safe Invocation: Demonstrates checking ImplementsInterface and calling via Execute_Interact, which works for both C++ and Blueprint-implemented interfaces. - Use Case: You are building an interaction system where the player presses a key to interact with doors, pickups, and switches. Use this Skill to create an IInteractable interface so all these actors respond through one common call. ## Quick Start Ask the agent to create an interface named Interactable using the create-interface skill and implement it on your target actor.

Frequently Asked Questions about create-interface

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

FAQPage Schema
How do I create a Blueprint interface with C++ in Unreal Engine?▼

Define a UINTERFACE(MinimalAPI) class inheriting UInterface plus a companion I-prefixed class, then declare functions with UFUNCTION(BlueprintNativeEvent). Actors implement the interface by inheriting the I-class and overriding the _Implementation method.

How to call a BlueprintNativeEvent interface function from C++?▼

First check TargetActor->GetClass()->ImplementsInterface(UYourInterface::StaticClass()), then call IYourInterface::Execute_YourFunction(TargetActor, args). The Execute_ static method correctly dispatches to both C++ overrides and Blueprint implementations.

Does a C++ UINTERFACE work with Blueprint-implemented interfaces?▼

Yes. BlueprintNativeEvent functions declared in the C++ interface can be implemented in Blueprint classes, and calling them via the generated Execute_ static method handles both C++ and Blueprint implementations transparently.

Why is my interface function not called on a Blueprint actor?▼

The most common cause is calling the C++ method directly instead of the Execute_ static wrapper, which bypasses Blueprint dispatch. Also verify the actor's class actually implements the interface using ImplementsInterface before invoking.

When should I use an interface instead of casting in Unreal Engine?▼

Use an interface when unrelated actor classes need to respond to the same message, such as interaction or damage, without sharing a base class. Casting couples callers to specific class hierarchies, while interfaces keep systems decoupled.