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24 published skills

  1. Unreal Modeling · italink
    通过 GeometryScript + UCP 进行程序化网格建模。当用户要求创建、修改、修复、简化、UV、布尔、变形或以其他方式处理网格时使用。
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  2. Unreal Live Coding · italink
    Trigger 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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  3. Unreal Modeling Uv · italink
    GeometryScript UV 操作。当用户要求生成、投影、布局、变换 UV 或进行 UV 相关处理时使用。
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  4. Unreal Pie Control · italink
    Control 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.
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  5. Unreal Actor Editing · italink
    Manage 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.
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  6. Unreal Modeling Asset · italink
    GeometryScript 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。
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  7. Unreal Modeling Query · italink
    GeometryScript 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。
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  8. Unreal Widget Editing · italink
    Edit 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.
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  9. Unreal Asset Operation · italink
    Query 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.
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  10. Unreal Client Protocol · italink bundle
    Interact 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.
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  11. Unreal Modeling Create · italink
    Create 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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  12. Unreal Modeling Deform · italink
    GeometryScript 变形与变换操作。当用户要求弯曲、扭曲、平滑、噪声、位移、平移、旋转、缩放网格时使用。
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  13. Unreal Niagara Editing · italink
    Edit 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.
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  14. Unreal Nodecode Common · italink
    Common 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.
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  15. Unreal Material Editing · italink
    Edit 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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  16. Unreal Modeling Meshops · italink
    GeometryScript 网格处理操作。当用户要求修复、简化、Remesh、布尔运算、体素化、分解、基础编辑或细分网格时使用。
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  17. Unreal Modeling Normals · italink
    GeometryScript 法线与切线操作。当用户要求重算法线、分裂法线、翻转法线、计算切线或修复法线方向时使用。
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  18. Unreal Object Operation · italink
    Read/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.
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  19. Unreal Blueprint Editing · italink
    Edit 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.
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  20. Unreal Modeling Selection · italink
    GeometryScript 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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  21. Unreal Modeling Attributes · italink
    GeometryScript 网格属性操作。当用户要求设置/查询顶点色、Polygroup、材质 ID 时使用。
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  22. Unreal Modeling Primitives · italink
    GeometryScript 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。
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  23. 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。
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  24. Unreal Large Blueprint Analysis · italink
    Systematically 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.
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