All Skills
7860 skills found
Skills List

ue-niagara-effects
Use this skill when working with Niagara particle systems, VFX, effects, emitter, Niagara component, or Niagara parameter in Unreal Engine C++. Covers spawning systems, setting parameters, data interfaces (SkeletalMesh, StaticMesh, Curve, Array), OnSystemFinished delegate, and performance tuning. See references/niagara-parameter-types.md for type mapping and references/niagara-data-interfaces.md for data interface catalogue. For particle materials, see ue-materials-rendering.
quodsoler
ue-testing-debugging
Use when writing automation tests, functional tests, or any test in Unreal Engine. Also use when the user asks about "UE_LOG", logging, log categories, assertion, check, ensure, verify, DrawDebug, debug draw, console command, profiling, Unreal Insights, stat commands, or debugging techniques. See ue-module-build-system for test module setup, and ue-cpp-foundations for general C++ logging patterns.
quodsoler
ue-actor-component-architecture
Use this skill when working with Actor and component design in Unreal Engine. Triggers on: Actor, component, BeginPlay, Tick, SpawnActor, lifecycle, CreateDefaultSubobject, composition, EndPlay, PostInitializeComponents, UActorComponent, USceneComponent, UINTERFACE, attachment, spawn, interface. See references/actor-lifecycle.md and references/component-types.md for detailed tables.
quodsoler
ue-materials-rendering
Use when the user is working with material, shader, MID, dynamic material, material instance, post-process, render target, parameter collection, decal, Nanite, Lumen, or rendering in Unreal Engine. See references/material-parameter-reference.md for parameter patterns and references/post-process-settings.md for post-process settings. For particle rendering, see ue-niagara-effects.
quodsoler
owasp-security
Use when reviewing code for security vulnerabilities, implementing authentication/authorization, handling user input, or discussing web application security. Covers OWASP Top 10:2025, ASVS 5.0, LLM Top 10 (2025), and Agentic AI security (2026).
agamm
superdesign
Design or redesign frontend UI with the Superdesign canvas. Use for design-system extraction, faithful UI reproduction, visual variants, reusable design components, and multi-page flows. Do not use for implementation-only tasks that require no design exploration.
superdesigndev
penetration-testing
Ethical hacking and security testing methodologies using penetration testing tools, exploit frameworks, and manual security validation. Use when assessing application security posture and identifying exploitable vulnerabilities.
aj-geddes
responsive-web-design
Create responsive layouts using CSS Grid, Flexbox, media queries, and mobile-first design. Use when building adaptive interfaces that work across all devices.
aj-geddes
ue-project-context
When the user wants to create or update their Unreal Engine project context document. Use when the user says 'project context,' 'set up context,' 'UE context,' 'configure project,' or wants to avoid repeating their project setup across UE development tasks. Creates `.agents/ue-project-context.md` that all other UE skills reference. See related skills footer for skills that depend on this context.
quodsoler
ue-module-build-system
Use when working with Build.cs, Target.cs, module creation, plugin setup, or build errors in Unreal Engine — including "unresolved external symbol," "cannot open include file," IWYU violations, missing API macros, or dependency configuration. See also ue-cpp-foundations for UObject macro patterns.
quodsoler
pr-review-comments
Posts review findings from a JSON file as inline comments on a GitHub Pull Request, attaching each comment to its file and line. Use when you have a list/JSON of review findings (each with a file path, line number, and a message such as summary/failure_scenario) and want them published on a PR as inline review comments. Triggers include "post these review comments on the PR", "associate comments to files in the PR", "publish review findings to PR #N", or having a JSON array of {file, line, summary} to turn into PR comments.
giuseppe-trisciuoglio
ue-editor-tools
Use when extending the Unreal Editor with editor tool, editor utility widget, Blutility, detail customization, property customization, editor mode, asset editor, editor subsystem, editor extension, UToolMenus, or scripted asset operations. For Slate fundamentals, see ue-ui-umg-slate. For module build config, see ue-module-build-system.
quodsoler
go-to-market-plan
Analyzes the founder's business context to deliver 3 best go-to-market strategies tailored to their current stage, product, and market. Asks up to 10 diagnostic questions when needed to understand product readiness, target market clarity, competitive positioning, and distribution channels. Use when user needs go-to-market strategy, launch planning, market entry strategy, or actionable GTM roadmap.
ognjengt
ue-cpp-foundations
Use when writing Unreal Engine C++ code involving UPROPERTY, UFUNCTION, UCLASS, TArray, TMap, delegates, FString, garbage collection, or smart pointers. Also use when the user asks about "UE C++", USTRUCT, UENUM, FName, FText, TObjectPtr, TWeakObjectPtr, UObject lifetime, UE_LOG, or UE subsystems. For module build configuration, see ue-module-build-system. For Actor/Component architecture, see ue-actor-component-architecture.
quodsoler
ue-ui-umg-slate
Use this skill when working with UMG, UI, widget, UserWidget, Slate, HUD, BindWidget, Common UI, menu, or UMG binding in Unreal Engine. See references/widget-types.md for widget type reference and references/common-ui-setup.md for Common UI plugin setup. For Slate in editor tools, see ue-editor-tools. For input mode management, see ue-input-system.
quodsoler
ui-craft
Use for UI design and implementation work to avoid generic AI-looking interfaces. Provides anti-slop rules, a required discovery phase before coding, and guidance for layout, typography, color, motion, accessibility, dashboards, tables, landing pages, theming, and polish. Trigger when editing UI code or reviewing and refining components, pages, screens, layouts, animations, responsive behavior, or design systems.
educlopez
game-architecture
Game architecture patterns and best practices for browser games. Use when designing game systems, planning architecture, structuring a game project, or making architectural decisions about game code.
playableintelligence
game-audio
Game audio engineer using Web Audio API for procedural music and sound effects in browser games. Zero dependencies. Use when adding music or SFX to a game.
playableintelligence
game-3d-assets
3D asset engineer that finds, downloads, and integrates GLB/GLTF models into Three.js browser games. Use when a 3D game needs real models instead of primitive BoxGeometry/SphereGeometry shapes.
playableintelligence
threejs-game
Build 3D browser games with Three.js using event-driven modular architecture. Use when creating a new 3D game, adding 3D game features, setting up Three.js scenes, or working on any Three.js game project.
playableintelligence
improve-game
Analyze a game, find what needs work, and implement the highest-impact improvements. Use when the user says "improve my game", "make my game better", "fix my game", "what's wrong with my game", or "polish my game". Run repeatedly — each pass finds the next most impactful thing to fix. Do NOT use for adding specific new features (use add-feature) or initial game creation (use viral-game for one-shot builds, make-game for milestone-driven projects).
playableintelligence
brand-copywriter
Writes marketing copy using proven copywriting frameworks. Use when user needs copy for ads (Facebook, Instagram, TikTok, YouTube), landing pages, sales pages, email sequences, LinkedIn posts, product descriptions, or any marketing content.
ognjengt
sop-creator
Creates detailed Standard Operating Procedures (SOPs) for business processes. Use when user needs SOPs, process documentation, operational guides, workflow documentation, or step-by-step instructions for repeatable business processes.
ognjengt
game-qa
Game QA testing with Playwright — visual regression, gameplay verification, performance, and accessibility for browser games. Use when writing or running game tests, debugging test failures, or building QA infrastructure. This is the reference skill — use qa-game for the user-facing command.
playableintelligence