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Found 21 Skills
Use this skill when working with Mass Entity, MassEntity, Mass AI, MassProcessor, MassFragment, MassTag, MassObserver, MassSpawner, MassCrowd, Mass ECS, entity archetype, ForEachEntityChunk, FMassEntityQuery, FMassEntityManager, ISM crowd, or large-scale entity simulation in Unreal Engine. See references/mass-entity-patterns.md for processor and observer templates. See references/mass-fragment-reference.md for built-in fragment types.
Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.
Control Unreal Engine 5 editor via HTTP commands. Spawn/delete/transform actors, manage blueprints, materials, animation blueprints, and any UObject property via reflection. Use when the user asks to create, modify, or query anything in UE5 editor, or mentions UE5, Unreal, actors, blueprints, levels, materials, animation, input, or characters.
MetaSounds DSP specialist for Unreal Engine 5. Use when designing MetaSounds graphs, choosing DSP nodes, configuring filters/oscillators/envelopes, building signal chains, working with the Builder API, or creating audio templates. Covers 144 nodes across 20 categories.
Use this skill when working with World Partition, level streaming, level travel, OpenLevel, ServerTravel, data layer, world subsystem, level instance, sub-level, seamless travel, open world, or HLOD. See references/streaming-patterns.md for configuration patterns by game type.
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.
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.
Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.