unreal
De la autor
Use when building, scripting or debugging a game in Unreal Engine 5 with Blueprint or C++ — the gameplay framework (Actor, Pawn, Character, GameMode, PlayerController), Actor lifecycle and tick, the reflection macros and garbage collection, Enhanced Input, multicast delegates, UMG widgets, Paper2D, and Blueprint-to-C++ parity in both directions. NOT Godot (that is `godot`), NOT Unity or MonoBehaviour (that is `unity`), NOT language-only C++ memory and RAII questions with no Unreal types (that is `cpp`).
Instalare
npx skills add ericrisco/rsc-harness --skill unreal -a claude-code
Se instalează în .claude/skills/unreal/ · Fiecare comandă descarcă skill-ul direct de pe GitHub cu utilitarul open source skills.
Identic octet cu octet cu commit-ul scanat, cu licența depozitului și un fișier SOURCE.txt.
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Verificări de siguranță pe SKILL.md
Niciun avertisment.
De ce 85
aiqbench calculează scorul de încredere din semnale publice. Nu este un audit de securitate, așa că citește un skill înainte să-l instalezi.
Skill-uri similare
Cele mai apropiate de acesta prin ce fac și când sunt folosite.
- unreal-cpp-gameplaygamedev-skills/awesome-gamedev-agent-skillsWrite Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.Redactare★ 3.8K
- scenario-unreal-gameplayscenario-labs/skillsUse when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.Testare★ 1.1K
- unreal-blueprintsgamedev-skills/awesome-gamedev-agent-skillsBuild Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.Altele★ 3.8K
- unityericrisco/rsc-harnessUse when writing, reviewing or structuring Unity game code in C# for Unity 6 LTS — GameObjects and the Transform hierarchy, the MonoBehaviour lifecycle, prefabs and variants, ScriptableObjects for data, scenes and additive loading, the Input System, coroutines versus async and Awaitable, Addressables, and build settings for 2D and 3D. NOT Godot or GDScript (that is `godot`), NOT Unreal Blueprint or C++ engine work (that is `unreal`), NOT the netcode wire protocol (that is `gamedev-multiplayer`).Redactare★ 255
- unreal-niagaragamedev-skills/awesome-gamedev-agent-skillsCreate and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.Altele★ 3.8K
- godotericrisco/rsc-harnessUse when writing, reviewing, or debugging Godot 4.x games in GDScript or C# — scenes, nodes, custom Resources, autoload/EventBus signals, typed GDScript, CharacterBody2D/3D movement, GUT/gdUnit4 — or porting Godot 3 APIs to 4. NOT Unity/Unreal (that is `unity`/`unreal`), NOT `.gdshader` code (`gamedev-shaders`), NOT GDExtension C++ tooling (`cpp`).Redactare★ 255
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