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找到 8242 个 Skills

Skills 列表

ue-networking-replication

ue-networking-replication

346design-ui

Use this skill when working on multiplayer networking, replication, RPC calls, net role logic, server/client authority, prediction, or synchronizing game state. Also use when the user mentions 'DOREPLIFETIME', 'dedicated server', 'replicated', or 'net role'. See references/replication-patterns.md for common patterns and references/rpc-decision-guide.md for RPC type selection. For GAS networking, see ue-gameplay-abilities.

quodsoler avatarquodsoler
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ue-procedural-generation

ue-procedural-generation

345backend-api

Use this skill when working with procedural generation in Unreal Engine: PCG framework, ProceduralMesh, instanced mesh, HISM, spline, runtime mesh, noise, terrain generation, or dungeon generation. See references/pcg-node-reference.md for PCG node types and references/procedural-mesh-patterns.md for mesh generation patterns. For physics on procedural geometry, see ue-physics-collision.

quodsoler avatarquodsoler
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ue-gameplay-framework

ue-gameplay-framework

344design-ui

Use this skill when working with Unreal Engine's gameplay framework classes: GameMode, GameState, PlayerController, PlayerState, Pawn, Character, or GameInstance. Also use when the user mentions 'gameplay framework', 'game rules', 'player management', 'match flow', or 'player spawning'. See references/framework-class-map.md for the full authority/presence matrix. For networking/replication, see ue-networking-replication. For input setup, see ue-input-system.

quodsoler avatarquodsoler
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ue-animation-system

ue-animation-system

344mcp-integrations

Use this skill when working with Unreal Engine animation: AnimInstance, montage playback, blend space, state machine, anim notify, IK, AnimGraph, skeletal mesh, or linked anim graphs. See references/anim-notify-reference.md for notify patterns and references/locomotion-setup.md for locomotion setup. For montage integration with GAS, see ue-gameplay-abilities.

quodsoler avatarquodsoler
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ue-input-system

ue-input-system

344backend-api

Use this skill when implementing player input with Unreal Engine's Enhanced Input system. Also use when the user mentions 'Enhanced Input', 'input', 'input action', 'InputAction', 'mapping context', 'InputMappingContext', 'input binding', 'key binding', 'input trigger', 'input modifier', 'gamepad', or 'keyboard'. Covers ETriggerEvent, built-in triggers (Hold, Tap, Pulse, ChordAction, Combo), built-in modifiers (DeadZone, Scalar, Negate, SwizzleAxis), and custom trigger/modifier authoring. See references/input-action-reference.md for the full catalogue. For UI input modes, see ue-ui-umg-slate.

quodsoler avatarquodsoler
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ue-data-assets-tables

ue-data-assets-tables

344design-ui

Use when working with DataAsset, DataTable, soft reference, hard reference, TSoftObjectPtr, async loading, Asset Manager, StreamableManager, or game data structures in Unreal Engine. See references/asset-loading-patterns.md for async loading and StreamableManager patterns. See references/data-driven-design.md for data-driven gameplay architecture. For serialization, see ue-serialization-savegames. For C++ foundations, see ue-cpp-foundations.

quodsoler avatarquodsoler
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ue-gameplay-abilities

ue-gameplay-abilities

344mcp-integrations

Use this skill when working with GAS, Gameplay Ability System, GameplayAbility, GameplayEffect, AttributeSet, GameplayTags, ability system, buffs, debuffs, cooldowns, or attribute modification. See references/ for detailed setup patterns, effect configuration, and ability task usage.

quodsoler avatarquodsoler
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ue-character-movement

ue-character-movement

344mcp-integrations

Use this skill when working with character movement, CharacterMovementComponent, CMC, movement modes, walking, falling, swimming, flying, custom movement, network prediction, FSavedMove, root motion, floor detection, step-up, or character physics. Also use for 'PhysWalking', 'PhysCustom', 'LaunchCharacter', 'WalkableFloor', or 'movement replication'. See references/ for CMC extension patterns and movement pipeline details.

quodsoler avatarquodsoler
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api-contract-testing

api-contract-testing

343testing-qa

Verify API contracts between services to ensure compatibility and prevent breaking changes. Use for contract testing, Pact, API contract validation, schema validation, and consumer-driven contracts.

aj-geddes avataraj-geddes
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css-architecture

css-architecture

342frontend

Organize CSS using BEM, SMACSS, and CSS-in-JS patterns. Use when building scalable, maintainable styling systems with proper naming conventions.

aj-geddes avataraj-geddes
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ue-niagara-effects

ue-niagara-effects

341design-ui

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 avatarquodsoler
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ue-testing-debugging

ue-testing-debugging

341testing-qa

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 avatarquodsoler
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ue-actor-component-architecture

ue-actor-component-architecture

341design-ui

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 avatarquodsoler
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ue-materials-rendering

ue-materials-rendering

341frontend

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 avatarquodsoler
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owasp-security

owasp-security

340security

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 avataragamm
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superdesign

superdesign

339frontend

使用 Superdesign 画布设计或重新设计前端 UI。适用于设计系统提取、忠实 UI 复现、视觉变体、可复用设计组件和多页面流程。不适用于仅需实现而无需设计探索的任务。

superdesigndev avatarsuperdesigndev
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penetration-testing

penetration-testing

339security

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 avataraj-geddes
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responsive-web-design

responsive-web-design

339design-ui

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 avataraj-geddes
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ue-project-context

ue-project-context

339research-knowledge

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 avatarquodsoler
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ue-module-build-system

ue-module-build-system

339design-ui

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 avatarquodsoler
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pr-review-comments

pr-review-comments

337backend-api

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 avatargiuseppe-trisciuoglio
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ue-editor-tools

ue-editor-tools

336design-ui

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 avatarquodsoler
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go-to-market-plan

go-to-market-plan

335productivity

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 avatarognjengt
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ue-cpp-foundations

ue-cpp-foundations

334writing-content

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 avatarquodsoler
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