kevinpbuckle y · Agent Skills
8 skills with substantive source documentation and an official publisher or observed installation demand. Read each skill’s original documentation through its card.
kevinpbuckleyue-character-and-movement
Implement player/AI characters in Unreal C++ with ACharacter and UCharacterMovementComponent — capsule/mesh setup, movement modes (walking/falling/flying/swimming/custom), rotation behaviors, jumping, crouching, root motion sources, client-predicted networked movement, and the experimental Mover plugin successor. Use when creating or configuring a Character class, setting movement speeds/gravity/air-control, overriding a custom movement mode (PhysCustom), adding root motion, or debugging network
- 安装量
- 1
- GitHub Stars
- 60
- 最近更新
- 10月1日
kevinpbuckleyue-control-rig-and-ik
Procedural animation and inverse kinematics in Unreal Engine — Control Rig (RigVM-based graph that manipulates a bone/control hierarchy), IK Rig (solver definitions with Full-Body IK, Limb IK, Set Transform), the IK Retargeter (transfers animation between skeletons of different proportions), and lightweight AnimGraph IK nodes (Two Bone IK, FABRIK, CCDIK). Use when implementing foot placement on terrain, hand/weapon IK, look-at, procedural pose fixups, runtime retargeting, or sharing an animation
- 安装量
- 1
- GitHub Stars
- 60
- 最近更新
- 10月1日
kevinpbuckleyue-core-types-and-containers
Use Unreal's core C++ types instead of the standard library — containers (TArray, TMap, TSet, TQueue, TArrayView), string types (FString, FName, FText, TStringBuilder) with conversion patterns and localization rules, math types (FVector, FRotator, FQuat, FTransform) with Large World Coordinates (LWC/double precision), and utility types (TOptional, TVariant, TTuple). Use when writing any UE C++ that stores collections, manipulates strings, does 3D math, or when choosing between FString/FName/ FTe
- 安装量
- 1
- GitHub Stars
- 60
- 最近更新
- 10月1日
kevinpbuckleyue-data-driven-design
Drive Unreal gameplay from externally-editable data instead of hardcoded values — DataTables (UDataTable, FTableRowBase, CSV/JSON import, UCompositeDataTable), DataAssets (UDataAsset, UPrimaryDataAsset with AssetManager), Curves (UCurveFloat, UCurveTable, FRuntimeFloatCurve), config-driven UPROPERTY(config) in .ini files, and DeveloperSettings (UDeveloperSettings) for project-wide tuning. Use when defining item/enemy/level/balance schemas, choosing the right data container, exposing designer-tun
- 安装量
- 1
- GitHub Stars
- 60
- 最近更新
- 10月1日
kevinpbuckleyue-delegates-and-events
Wire up callbacks and events in Unreal C++ using delegates — single-cast (DECLAREDELEGATE, DECLAREDELEGATERetVal, payload variables), multicast (DECLAREMULTICASTDELEGATE, DECLARETSMULTICASTDELEGATE), and dynamic (DECLAREDYNAMICMULTICASTDELEGATE, BlueprintAssignable, AddDynamic, RemoveDynamic). Covers all binding forms (BindUObject, AddUObject, BindLambda, AddWeakLambda, BindRaw, AddSP), execution (Execute, ExecuteIfBound, Broadcast), FDelegateHandle lifetime management, safe unbinding, and DECLA
- 安装量
- 1
- GitHub Stars
- 60
- 最近更新
- 10月1日
kevinpbuckleyue-niagara-vfx
Create and control visual effects using Unreal's Niagara system — UNiagaraSystem, UNiagaraComponent, UNiagaraFunctionLibrary; the system/emitter/module/parameter hierarchy; spawning effects at a world location or attached to an actor/socket (SpawnSystemAtLocation, SpawnSystemAttached); setting User Parameters from C++ (SetVariableFloat, SetVariableVec3, SetVariableActor, SetFloatParameter, SetColorParameter); CPU vs GPU simulation trade-offs; Data Interfaces (skeletal mesh, static mesh, collisio
- 安装量
- 1
- GitHub Stars
- 60
- 最近更新
- 10月1日
kevinpbuckleyue-subsystems
Implement engine-managed singletons scoped to a defined lifetime using Unreal's Subsystem framework — UEngineSubsystem, UGameInstanceSubsystem, UWorldSubsystem, UTickableWorldSubsystem, and ULocalPlayerSubsystem. Covers Initialize/Deinitialize lifecycle, ShouldCreateSubsystem for conditional creation, InitializeDependency for ordered init, and Blueprint/Python exposure. Use when building a service or manager (save system, ability registry, match service, analytics) and deciding whether to scope
- 安装量
- 1
- GitHub Stars
- 60
- 最近更新
- 10月1日
kevinpbuckleyue-umg-and-slate
Build game UI in Unreal — UMG user widgets (UUserWidget) with the C++ lifecycle (NativeOnInitialized, NativeConstruct, NativeDestruct, NativeTick), the widget tree and common leaf/panel widgets (UButton/UTextBlock/UImage/UProgressBar/UCanvasPanel/UHorizontalBox/ UVerticalBox/UOverlay), the meta=(BindWidget/BindWidgetOptional) pattern to wire C++ to Blueprint-designed widgets, CreateWidget + AddToViewport / RemoveFromParent, UWidgetComponent for 3D in-world UI, event binding (OnClicked AddDynamic
- 安装量
- 1
- GitHub Stars
- 60
- 最近更新
- 10月1日