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Found 18 Skills
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.
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.
Generate 3D CGI and rendered video prompts for Seedance 2.0 (Higgsfield). Use this when users want 3D rendering, CGI, Pixar-style, Unreal Engine, photorealistic 3D, computer-generated, or digitally rendered video content. Trigger words: 3D animation, CGI, rendering, Blender, Unreal Engine, octane render, ray tracing, volume, subsurface scattering, physically based rendering, or any 3D/CG video request. Use this even if the user only says "make it look 3D" or describes a rendering aesthetic.
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.
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.