quodsoler · Agent Skills
25 skills with substantive source documentation and an official publisher or observed installation demand. Read each skill’s original documentation through its card.
quodsolerue-animation-system
Use when writing or debugging Unreal Engine animation C++: AnimInstance subclasses, thread-safe update, FAnimInstanceProxy, montage playback and delegates, anim notifies, animation curves, blend spaces, anim state machines, linked anim layers, root motion. Also use when the user mentions 'UAnimInstance', 'NativeUpdateAnimation', 'NativeThreadSafeUpdateAnimation', 'MontagePlay', 'OnMontageEnded', 'UAnimNotify', 'UAnimNotifyState', 'branching point', 'GetCurveValue', 'blend space', 'AnimGraph', 'L
- 導入数
- 3
- GitHub Stars
- 385
- 更新日
- 9月28日
quodsolerue-audio-system
Use when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio. Also use when the user mentions 'UAudioComponent', 'PlaySoundAtLocation', 'SpawnSoundAttached', 'SoundCue', 'MetaSound', 'UMetaSoundSource', 'SetFloatParameter', 'sound attenuation', 'spatialization', 'occlusion', 'sound concurrency', 'submix', 'audio bus', 'sound mix', 'SetSubmixOutputVolume', 'reverb', 'Quartz', 'audio modulation' or 'subtitles'. For VFX timing, s
- 導入数
- 3
- GitHub Stars
- 385
- 更新日
- 9月28日
quodsolerue-editor-tools
Use when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems. Also use when the user mentions 'IDetailCustomization', 'IPropertyTypeCustomization', 'CustomizeDetails', 'RegisterCustomClassLayout', 'IDetailLayoutBuilder', 'AddCustomRow', 'IPropertyHandle', 'UToolMenus', 'ExtendMenu', 'FToolMenuEntry', 'UEditorUtilityWidget', 'Blutility', 'UAssetActionUtility', 'UEditorSubsystem', 'UEdMode', 'UAssetDef
- 導入数
- 3
- GitHub Stars
- 385
- 更新日
- 9月28日
quodsolerue-gameplay-framework
Use when writing or fixing Unreal Engine gameplay framework classes — GameMode, GameState, PlayerController, PlayerState, Pawn, Character, HUD, GameInstance — and the flows they own: player join, pawn spawning, match state, travel and non-GAS damage. Also use when the user mentions 'AGameModeBase', 'PostLogin', 'OnPostLogin', 'RestartPlayer', 'SpawnDefaultPawnFor', 'ChoosePlayerStart', 'match state', 'PossessedBy', 'seamless travel', 'ServerTravel', 'DrawHUD', 'TakeDamage', 'ApplyRadialDamage' o
- 導入数
- 3
- GitHub Stars
- 385
- 更新日
- 9月28日
quodsolerue-materials-rendering
Use when writing C++ for materials or rendering — dynamic material instances, material parameter collections, render targets, scene capture, post process, decals, Nanite, Lumen, MegaLights, Substrate. Also use when the user mentions 'MID', 'CreateDynamicMaterialInstance', 'SetScalarParameterValue', 'UMaterialInstanceDynamic', 'material parameter collection', 'UTextureRenderTarget2D', 'DrawMaterialToRenderTarget', 'scene capture', 'post process volume', 'FPostProcessSettings', 'bOverride', 'blend
- 導入数
- 3
- GitHub Stars
- 385
- 更新日
- 9月28日
quodsolerue-networking-replication
Use when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris. Also use when the user mentions 'replicate a variable', 'OnRep', 'DOREPLIFETIME', 'GetLifetimeReplicatedProps', 'Server RPC', 'NetMulticast', 'WithValidation', 'CONDOwnerOnly', 'HasAuthority', 'ENetRole', 'FFastArraySerializer', 'MARKPROPERTYDIRTYFROMNAME', 'net dormancy', 'replication graph', 'dedicated server' or 'lis
- 導入数
- 3
- GitHub Stars
- 385
- 更新日
- 9月28日
quodsolerue-niagara-effects
Use when driving Niagara VFX from C++: spawning a system, overriding User parameters, binding data interfaces, sending gameplay data through Niagara Data Channels, pooling components or handling OnSystemFinished. Also use when the user mentions 'Niagara', 'particle system', 'VFX', 'UNiagaraComponent', 'UNiagaraFunctionLibrary', 'SpawnSystemAtLocation', 'SpawnSystemAttached', 'SetVariableFloat', 'User. parameter', 'data interface', 'ENCPoolMethod', 'sim cache', 'lightweight emitter', 'muzzle flas
- 導入数
- 3
- GitHub Stars
- 385
- 更新日
- 9月28日
quodsolerue-world-level-streaming
Use when streaming levels in and out, setting up World Partition, or moving between maps. Also use when the user mentions 'level streaming', 'World Partition', 'data layer', 'UDataLayerManager', 'SetDataLayerRuntimeState', 'LoadStreamLevel', 'UnloadStreamLevel', 'ULevelStreamingDynamic', 'LoadLevelInstance', 'ALevelInstance', 'streaming source', 'streaming volume', 'HLOD', 'OpenLevel', 'ServerTravel', 'seamless travel', 'sub-level', 'open world', or 'UWorldSubsystem'. For replication and net rel
- 導入数
- 3
- GitHub Stars
- 385
- 更新日
- 9月28日
quodsolerue-async-threading
Use this skill when working with Unreal Engine async operations, threading, parallel execution, or concurrency. Also use when the user mentions 'FRunnable', 'FAsyncTask', 'TaskGraph', 'UE::Tasks', 'ParallelFor', 'TFuture', 'TPromise', 'Async()', 'thread safety', 'FCriticalSection', 'FRWLock', 'background thread', 'game thread dispatch', or 'thread pool'. For networking async (RPCs, replication), see ue-networking-replication. For asset streaming, see ue-data-assets-tables.
- 導入数
- 2
- GitHub Stars
- 335
- 更新日
- 3月1日
quodsolerue-cpp-foundations
Use when writing Unreal Engine C++ that touches the reflection system or core types: UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM, GENERATEDBODY, TObjectPtr, TWeakObjectPtr, TSharedPtr, FGCObject, TArray, TMap, TSet, TOptional, TVariant, DECLAREDYNAMICMULTICASTDELEGATE, AddDynamic, FName, FString, FText, UGameInstanceSubsystem, UWorldSubsystem, GetDefault, TNotNull. Also use when the user mentions 'UE C++', 'garbage collection', 'CDO', 'smart pointers' or 'specifiers'. For Actor and component li
- 導入数
- 2
- GitHub Stars
- 401
- 更新日
- 9月28日
quodsolerue-data-assets-tables
Use when working with DataAsset, DataTable, soft reference, hard reference, TSoftObjectPtr, async loading, Asset Manager, StreamableManager, or game data structures in Unreal Engine. See references/asset-loading-patterns.md for async loading and StreamableManager patterns. See references/data-driven-design.md for data-driven gameplay architecture. For serialization, see ue-serialization-savegames. For C++ foundations, see ue-cpp-foundations.
- 導入数
- 2
- GitHub Stars
- 335
- 更新日
- 3月1日
quodsolerue-game-features
Use this skill when working with Game Feature plugins, modular gameplay, GameFeatureAction, GameFeatureData, GameFrameworkComponentManager, init state system, experience system, modular components, UPawnComponent, UControllerComponent, UGameStateComponent, UPlayerStateComponent, or Lyra-style modular architecture. See references/ for code templates and experience system patterns.
- 導入数
- 2
- GitHub Stars
- 335
- 更新日
- 3月1日
quodsolerue-gameplay-abilities
Use when implementing or debugging the Gameplay Ability System in C++ — abilities, effects, attributes, cues and the AbilitySystemComponent. Also use when the user mentions 'GAS', 'UGameplayAbility', 'ActivateAbility', 'CommitAbility', 'UGameplayEffect', 'UAttributeSet', 'FGameplayAttributeData', 'AbilitySystemComponent', 'InitAbilityActorInfo', 'GiveAbility', 'TryActivateAbility', 'ability task', 'GameplayCue', 'cooldown', 'cost', 'buff', 'debuff', 'damage execution' or 'ASC on PlayerState'. Fo
- 導入数
- 2
- GitHub Stars
- 391
- 更新日
- 9月28日
quodsolerue-gameplay-tags-messaging
Use when defining, querying or replicating Gameplay Tags, or wiring decoupled event messaging between gameplay systems in C++. Also use when the user mentions 'FGameplayTag', 'FGameplayTagContainer', 'FGameplayTagQuery', 'UEDEFINEGAMEPLAYTAG', 'native gameplay tag', 'DefaultGameplayTags.ini', 'GameplayTagList', 'tag redirect', 'MatchesTag', 'HasTagExact', 'RequestGameplayTag', 'UGameplayTagsManager', 'Categories meta', 'tag picker', 'gameplay message', 'message bus', 'event bus' or 'AsyncMessage
- 導入数
- 2
- GitHub Stars
- 391
- 更新日
- 9月28日
quodsolerue-input-system
Use when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding. Also use when the user mentions 'Enhanced Input', 'UInputAction', 'UInputMappingContext', 'AddMappingContext', 'BindAction', 'SetupPlayerInputComponent', 'ETriggerEvent', 'input trigger', 'input modifier', 'SwizzleAxis', 'dead zone', 'WASD', 'gamepad', 'key rebinding', 'UEnhancedInputUserSettings' or 'input mapping priority'. For UI in
- 導入数
- 2
- GitHub Stars
- 391
- 更新日
- 9月28日
quodsolerue-module-build-system
Use when working with Build.cs, Target.cs, module creation, plugin setup, or build errors in Unreal Engine — including "unresolved external symbol," "cannot open include file," IWYU violations, missing API macros, or dependency configuration. See also ue-cpp-foundations for UObject macro patterns.
- 導入数
- 2
- GitHub Stars
- 335
- 更新日
- 3月1日
quodsolerue-serialization-savegames
Use when implementing save/load systems, player progress persistence, or data serialization in Unreal Engine. Triggers on: save game, USaveGame, FArchive, serialization, SaveGameToSlot, config, persist data, save file, load game. See references/save-system-architecture.md for full slot management and multi-user patterns.
- 導入数
- 2
- GitHub Stars
- 335
- 更新日
- 3月1日
quodsolerue-state-trees
Use when writing or debugging State Tree logic in Unreal Engine C++ — tasks, conditions, evaluators, considerations, schemas, transitions, events or Mass behaviours. Also use when the user mentions 'StateTree', 'state tree', 'FStateTreeTaskBase', 'FStateTreeExecutionContext', 'GetInstanceDataType', 'FInstanceDataType', 'UStateTreeComponent', 'UStateTreeAIComponent', 'FStateTreeReference', 'SendStateTreeEvent', 'EStateTreeRunStatus', 'StateTree schema', 'utility selection', 'scheduled tick', 'Fin
- 導入数
- 2
- GitHub Stars
- 391
- 更新日
- 9月28日
quodsolerue-testing-debugging
Use when writing automation tests, functional tests, or any test in Unreal Engine. Also use when the user asks about "UELOG", logging, log categories, assertion, check, ensure, verify, DrawDebug, debug draw, console command, profiling, Unreal Insights, stat commands, or debugging techniques. See ue-module-build-system for test module setup, and ue-cpp-foundations for general C++ logging patterns.
- 導入数
- 2
- GitHub Stars
- 335
- 更新日
- 3月1日
quodsolerue-ui-umg-slate
Use when writing or fixing Unreal Engine UI in C++ — UMG user widgets, Slate widgets, Common UI screens, or MVVM view models. Also use when the user mentions 'UUserWidget', 'NativeConstruct', 'BindWidget', 'CreateWidget', 'AddToViewport', 'ESlateVisibility', 'OnClicked', 'UListView', 'widget animation', 'SNew', 'SLATEBEGINARGS', 'SCompoundWidget', 'UCommonActivatableWidget', 'activatable widget stack', 'UCommonButtonBase', 'gamepad focus', 'FUIInputConfig', 'UMVVMViewModelBase', 'FieldNotify', o
- 導入数
- 2
- GitHub Stars
- 403
- 更新日
- 9月28日
quodsolerue-actor-component-architecture
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.
- 導入数
- 1
- GitHub Stars
- 333
- 更新日
- 3月1日
quodsolerue-ai-navigation
Use when writing Unreal Engine C++ AI — AI controllers, behavior tree nodes, blackboards, AI perception, navmesh pathfinding, EQS queries or Smart Objects. Also use when the user mentions 'AAIController', 'UBTTaskNode', 'ExecuteTask', 'FinishLatentTask', 'UBlackboardComponent', 'FBlackboardKeySelector', 'UAIPerceptionComponent', 'FAIStimulus', 'UAISenseConfigSight', 'MoveTo', 'UNavigationSystemV1', 'ProjectPointToNavigation', 'UNavArea', 'ANavLinkProxy', 'UEnvQueryManager', 'FEnvQueryRequest', '
- 導入数
- 1
- GitHub Stars
- 360
- 更新日
- 9月28日
quodsolerue-physics-collision
Use when implementing collision detection, trace queries, physics simulation, or physical interactions in Unreal Engine. Triggers on: 'collision', 'trace', 'LineTrace', 'line trace', 'overlap', 'physics', 'hit result', 'sweep', 'collision channel', 'physics body', 'Chaos', 'raytrace', 'OnHit', 'OnBeginOverlap'. See related skills for component architecture and AI navigation.
- 導入数
- 1
- GitHub Stars
- 333
- 更新日
- 3月1日
quodsolerue-procedural-generation
Use when generating world content or geometry procedurally in Unreal Engine: PCG graphs, custom PCG nodes in C++, runtime mesh building, instancing and seeded noise. Also use when the user mentions 'PCG', 'UPCGComponent', 'UPCGSettings', 'IPCGElement', 'UPCGBasePointData', 'surface sampler', 'static mesh spawner', 'runtime generation', 'CreateMeshSection', 'UProceduralMeshComponent', 'UDynamicMeshComponent', 'Geometry Script', 'AddInstance', 'HISM', 'spline mesh', 'PerlinNoise', 'FRandomStream',
- 導入数
- 1
- GitHub Stars
- 391
- 更新日
- 9月28日