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Found 103 Skills
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.
MSVC cl.exe and clang-cl skill for Windows C/C++ projects. Use when configuring Visual Studio builds, MSBuild, or clang-cl as a drop-in MSVC replacement. Covers translating GCC/Clang flags to MSVC equivalents, runtime library selection, Windows SDK setup, and diagnosing MSVC-specific errors. Activates on queries about cl.exe, clang-cl, /O flags, /MT vs /MD, PDB files, Windows ABI, or MSVC project settings.
Bazel build system skill for C/C++ projects. Use when writing BUILD files with cc_library and cc_binary rules, registering toolchains, configuring remote execution, debugging sandbox issues, using query and cquery for dependency graphs, or migrating from CMake to Bazel. Activates on queries about Bazel, BUILD files, cc_library, cc_binary, Bzlmod, bazel query, remote execution, or Bazel toolchain registration.
Performance and hybrid architecture specialist - Masters C++/Blueprint continuum, Nanite geometry, Lumen GI, and Gameplay Ability System for AAA-grade Unreal Engine projects
Unreal Engine patterns, Actor/Component model, Blueprints vs C++, and best practices
Bytecode interpreter and JIT compiler skill for implementing language runtimes in C/C++. Use when designing bytecode dispatch loops (switch, computed goto, threaded code), implementing stack-based or register-based VMs, adding a simple JIT using mmap/mprotect, or understanding performance trade-offs in interpreter design. Activates on queries about bytecode VMs, dispatch loops, computed goto, JIT compilation basics, tracing JITs, or implementing a scripting language runtime.
C++ library for reducing tail latency in RAM reads by hedging across multiple DRAM channels with uncorrelated refresh schedules
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.
Debug and trace C/C++/Rust programs with the GNU Debugger (GDB) without blocking the agent. Use when you need to set tracepoints, inspect variables, or monitor a running process while staying responsive to the user.
Use AddressSanitizer to detect memory safety bugs in C/C++ programs. Identifies use-after-free, buffer overflow, memory leaks, and other memory errors.
GCC compiler skill for C/C++ projects. Use when selecting optimization levels, warning flags, debug builds, LTO, sanitizer instrumentation, or diagnosing compilation errors with GCC. Covers flag selection for debug vs release, ABI concerns, preprocessor macros, profile-guided optimization, and integration with build systems. Activates on queries about gcc flags, compilation errors, performance tuning, warning suppression, or cross-standard compilation.
Game programming languages - C#, C++, GDScript. Learn syntax, patterns, and engine-specific idioms for professional game development.