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- 24 skills
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- 17 hours ago last updated
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- ▌ Unreal Live Coding · italinkTrigger Live Coding compilation via UCP. Use when the user asks to recompile C++ code, trigger live coding, hot reload C++ changes, or check compilation status in Unreal Engine.
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- ▌ Unreal Pie Control · italinkControl Play In Editor (PIE) and Simulate In Editor (SIE) sessions via UCP. Use when the user asks to start, stop, pause, resume PIE/SIE, or query PIE state and worlds.
- ▌ Unreal Actor Editing · italinkManage actors in UE levels via UCP. Use when the user asks to spawn, delete, move, duplicate, select, or otherwise manipulate actors in the Unreal Engine editor.
- ▌ Unreal Modeling Asset · italinkGeometryScript 资产读写与碰撞操作。当用户要求精细控制 StaticMesh 资产加载/保存选项、创建新资产、生成碰撞体时使用。
- ▌ Unreal Modeling Query · italinkGeometryScript 网格查询与空间操作。当用户要求获取网格信息(顶点数、包围盒、拓扑状态)、空间查询(最近点、射线求交、包含测试)或采样时使用。
- ▌ Unreal Widget Editing · italinkEdit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rearrange UI widgets, change widget properties, or modify the visual hierarchy of a Widget Blueprint.
- ▌ Unreal Asset Operation · italinkQuery and manage UE assets via UCP. Use when the user asks about asset search, dependencies, referencers, asset CRUD, asset management, getting selected/current assets, opening/closing asset editors, or any editor asset operation in Unreal Engine.
- ▌ Unreal Client Protocol · italink bundleInteract with the running Unreal Engine editor via TCP bridge. Use when the user asks to call UFunctions or perform any Unreal Engine operation. This is the transport layer — see domain-specific skills (unreal-object-operation, unreal-material-editing, etc.) for specific operations.
- ▌ Unreal Modeling Create · italinkCreate geometry through the GeometryScript modeling workflow. Use when the user asks to create primitives, generate profile-based shapes, or produce mesh assets or working meshes for downstream pipelines.
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- ▌ Unreal Niagara Editing · italinkEdit Niagara systems, emitters, and scripts via UCP. Use when the user asks to create/modify particle effects, manage emitters, configure modules, set module inputs, edit Niagara script graphs, or any Niagara VFX operation.
- ▌ Unreal Nodecode Common · italinkCommon rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget). This is a reference skill — domain-specific skills (unreal-material-editing, unreal-blueprint-editing, etc.) should be used for actual operations.
- ▌ Unreal Material Editing · italinkEdit UE material node graphs and properties via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire material expression nodes, or change material properties like ShadingModel or BlendMode.
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- ▌ Unreal Object Operation · italinkRead/write any UObject property (material settings, actor transforms, component configs, etc.), inspect object metadata, find instances, undo/redo. This is the foundational skill for modifying ANY object in Unreal Engine — use it whenever you need to get or set a property on any UObject.
- ▌ Unreal Blueprint Editing · italinkEdit UE Blueprint node graphs via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire Blueprint nodes, create/modify functions, events, or variables in a Blueprint graph.
- ▌ Unreal Modeling Selection · italinkGeometryScript 网格选择操作。当用户要求按条件选择网格元素(球形/盒体/平面/法线角度/材质等)、组合选择、扩展/收缩选择时使用。
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- ▌ Unreal Modeling Primitives · italinkGeometryScript 图元创建与建模函数。当用户要求创建 Box、Sphere、Cylinder 等基础形状,或进行拉伸、旋转体、壳体等建模操作时使用。
- ▌ Unreal Plugin Localization · italink bundle翻译 UE 插件本地化 PO 文件。当用户要求本地化、翻译或国际化 Unreal Engine 插件时使用。 处理 GatherText 采集、PO 导出、AI 翻译、PO 导入和 locres 编译的完整流程。
- ▌ Unreal Large Blueprint Analysis · italinkSystematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets. Use when the user asks to convert a Blueprint to C++, audit a complex Blueprint, or understand a large Blueprint's full logic.