cc8887
- 8 skills
- 0 followers
- 1 day ago last updated
- ▌ Bpproject2cpp · cc8887Primary use: Converting pure Blueprint UE projects to C++ projects. Generates Source/, Build.cs, Target.cs, .h/.cpp, .sln/.vcxproj via UnrealBuildTool command line, without opening the editor. Also supports adding new C++ classes, adding plugin modules, compiling, and updating project files.
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- ▌ Animbp2fp MCP · cc8887 bundleThis skill should be used when working in AdvancedLocomotionSystemV and the task is to trigger AnimBP2FP or BlueprintLisp conversions through the UE Editor MCP connection, especially for export, import, update, round-trip validation, and EventGraph DSL generation.
- ▌ Blueprint Lisp · cc8887Use this skill when reading, modifying, or generating UE Blueprint EventGraph/FunctionGraph/MacroGraph via BlueprintLisp DSL. Uses unreal.BlueprintLispPythonBridge for Export, Import, Incremental Update, Validate, ListGraphs, ExportGraphToDefaultPath, and ExportStub.
- ▌ Alsv Blueprint Rw · cc8887 bundleThis skill should be used when working in AdvancedLocomotionSystemV and the task involves reading or writing AnimBlueprint assets through the UE Editor MCP connection — such as exporting a blueprint to DSL text, modifying DSL and writing it back, creating a new blueprint from DSL, or exporting the EventGraph as BlueprintLisp. This skill covers the complete read-write workflow using the in-process Python bridge (`unreal.AnimBP2FPPythonBridge`).
- ▌ Ue Autotesttools Animation Slice Regression · cc8887Implement and verify the AutoTestTools animation slice for the Unreal Editor plugin at <PLUGIN_ROOT> when Phase 1 PIE/session helpers and the input slice already exist. Use it to add UAutoTestAnimationUtils plus Python AnimationHelper wrappers, then run Python syntax checks, UBT compilation, and an UnrealEditor runtime smoke test that validates montage play/active/stop behavior inside PIE.
- ▌ Ue Headless Automation · cc8887Guide for running Unreal Engine in headless mode (-NullRHI, -Unattended, -NoSplash) via Editor CMD, with automation testing (Automation RunTests) as the primary use case. Also covers how to design plugins/features that can be launched purely via UnrealEditor.exe command line, and provides a step-by-step checklist to verify whether a feature supports headless CMD-only execution.
- ▌ Ue Diagnosing Plugin Build Load · cc8887 bundlePrevent and diagnose mixed, stale, partial, or incompatible Unreal Engine plugin builds. Use when creating or opening a UE project with native plugins, modifying plugin source or descriptors, changing engine versions, onboarding shared plugins, generating project files, or investigating enabled-but-not-compiled, module startup, commandlet, NullRHI, /Script package, or EditorMCP loading failures.