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Found 26 Skills
Building AAA-quality games and real-time experiences with Unreal Engine 5Use when "unreal, ue5, ue4, unreal engine, blueprints, blueprint, actor component, gameplay ability, gas unreal, niagara, nanite, lumen, world partition, level streaming, unreal multiplayer, unreal replication, gamemode, gamestate, playerstate, playercontroller, pawn, character class, uclass, ustruct, uenum, uproperty, ufunction, unreal, ue5, blueprints, c++, gamedev, aaa, real-time, rendering, nanite, lumen, niagara, gameplay, replication, multiplayer, gas" mentioned.
Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
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.
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.
Use this skill when working with UMG, UI, widget, UserWidget, Slate, HUD, BindWidget, Common UI, menu, or UMG binding in Unreal Engine. See references/widget-types.md for widget type reference and references/common-ui-setup.md for Common UI plugin setup. For Slate in editor tools, see ue-editor-tools. For input mode management, see ue-input-system.
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.
Use this skill when working with Sequencer, LevelSequence, cutscene, cinematic, camera, movie scene, sequencer event, or Movie Render Queue in Unreal Engine. See references/sequencer-patterns.md for dialogue cutscene, in-game camera, and scripted event patterns. For animation playback, see ue-animation-system.
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 implementing AI, AIController, behavior tree, blackboard, AI perception, NavMesh, EQS, navigation, pathfinding, State Tree, or Smart Objects in Unreal Engine. See references/behavior-tree-patterns.md for BT patterns and references/eqs-reference.md for EQS configuration. For AI ability use, see ue-gameplay-abilities.
Master game engines - Unity, Unreal Engine, Godot. Engine-specific workflows, systems architecture, and production best practices.
Guide for game engine development resources including engine source code, plugins, and development guides. Use this skill when researching game engines (Unreal, Unity, Godot, custom engines), engine architecture, or game development frameworks.
Expert in interactive entertainment, creating immersive experiences with Unity, Unreal Engine, and Godot.