Shovel skills · 4 in this category

An interface that sounds right.

HUDs, menus and settings screens built widget-by-widget and checked pixel-by-pixel — alongside Sound Cues and MetaSounds authored straight into your content browser.

UMG & Game UI

From widget tree to save system.

124 actions

Widget Blueprint CRUD with full tree manipulation, pre-built templates for HUDs, menus, settings panels, inventories and loading screens, styling and keyframed animations, plus whole game systems scaffolded for you — save/load, audio config, input remapping — with accessibility audits, colorblind modes and text scaling built in from the start.

Widget trees HUD & menu templates Styling & animation Save systems Accessibility audits Gameplay HUD recipes

MVVM Data Binding

Data-driven UMG, natively.

21 actions

UE5's Model-View-ViewModel framework, from MCP: authors viewmodel Blueprints with FieldNotify properties, binds widget properties to viewmodel fields with conversion functions, and configures binding and execution modes for UI that's actually data-driven instead of held together with tick events.

ViewModels FieldNotify Widget bindings Conversion functions

HUD Calibration

Pixel-perfect, provably.

Aligns and measures UMG against real PIE screenshots — DPI math, anchor and offset semantics, rotation pivots for clocks and dials, calibration poses. The difference between "looks about right" and actually verified.

Screenshot measuring DPI math Anchor & offset Rotation pivots

Audio Authoring

Sound design, spec to asset.

98 actions

Full CRUD on attenuation, classes, mixes, concurrency and submixes; Sound Cue graph construction with 22 node types; MetaSound Builder integration; and one-call build_sound_cue_from_spec / build_metasound_from_spec — plus batch operations and audio health checks across the whole project, so nothing's silently clipping in the mix.

Sound Cues MetaSounds Attenuation & submixes Build-from-spec Health checks

Put UI & Audio in your AI's hands.