ibrews
- 6 skills
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- 6 hours ago last updated
- ▌ Ue5 MCP · ibrews bundleField manual for driving Unreal Engine 5.7 / 5.8 through MCP. Engine-level gotchas, silent-fail edges, crash patterns, and the call sequences that actually work — applicable regardless of which MCP server you're using (Epic's official ModelContextProtocol plugin, custom servers, or anything else). Auto-trigger when Unreal Engine MCP tools are detected in a session, or when the user mentions Unreal Engine, UE5, Blueprints, Niagara, MetaSound, materials, or any UE editor automation workflow. This skill contains hard-won knowledge from real debugging sessions — most entries trace back to an actual editor crash or hours-long faceplant. Ignoring it when UE5 MCP tools are present will lead to wasted time hitting known dead ends.
- ▌ Relocate Claude Vm · ibrews bundleMove the Claude Desktop "Computer Use" sandbox VM bundle (typically 11-13 GB at %APPDATA%\Claude\vm_bundles on Windows) off the system drive to a roomier disk via a directory junction. Transparent to Claude Desktop, reversible. Use when the system drive is low on space and a disk scan shows vm_bundles as a top consumer. Also handles the restore (move back) and dry-run inspection paths.
- ▌ Usage Audit · ibrews bundleReflect on past Claude Code sessions to find the highest-leverage improvements to your setup — mine daily logs/notes, local session transcripts, claude-mem observations (if installed), and your live skill/hook/automation inventory with cheap-model subagents, then cluster findings into new-skills / new-automations / small-config-fixes with per-item evidence. Use when asked to "audit our Claude usage", "run a usage audit", "find skill gaps", "what should we automate", "reflect on past sessions", or for a scheduled monthly run.
- ▌ Spritekit IOS · ibrewsSpriteKit 2D game development for iOS and visionOS. Use when building games with scenes, sprites, physics, tile maps, or particle systems using Apple's SpriteKit framework.
- ▌ Visionos Shareplay · ibrewsSharePlay and GroupActivities development for visionOS and iOS. Use when implementing collaborative experiences, synchronizing state across participants, managing GroupSession lifecycle, or building shared immersive spaces on Apple platforms.
- ▌ Gamekit Multiplayer · ibrewsGameKit real-time and turn-based multiplayer for iOS and visionOS. Use when implementing GKMatch matchmaking, GKLocalPlayer authentication, real-time data sync, or turn-based game logic using Apple's Game Center infrastructure.