10 skills
ue-project-context
Passed all 3 security checksWhen 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.
·0↓9
ue-serialization-savegames
Passed all 3 security checksUse when implementing save/load systems, player progress persistence, or data serialization in Unreal Engine. Triggers on: save game, USaveGame, FArchive, serialization, SaveGameToSlot, config, persist data, save file, load game. See references/save-system-architecture.md for full slot management and multi-user patterns.
·0↓8
ue-testing-debugging
Passed all 3 security checks·0↓8
ue-world-level-streaming
Passed all 3 security checksUse 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.
·0↓8
ue-module-build-system
Passed all 3 security checks·0↓8
ue-character-movement
Passed all 3 security checksUse 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.
·0↓8
ue-gameplay-abilities
Passed all 3 security checksUse 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.
·0↓8
ue-physics-collision
Passed all 3 security checksUse when implementing collision detection, trace queries, physics simulation, or physical interactions in Unreal Engine. Triggers on: 'collision', 'trace', 'LineTrace', 'line trace', 'overlap', 'physics', 'hit result', 'sweep', 'collision channel', 'physics body', 'Chaos', 'raytrace', 'OnHit', 'OnBeginOverlap'. See related skills for component architecture and AI navigation.
·0↓7
ue-procedural-generation
Passed all 3 security checksUse 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.
·0↓7
ue-materials-rendering
Passed all 3 security checksUse 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.
·0↓7