بنقرة واحدة
cortex-material
Use when creating or reviewing materials, instances, parameter collections, or material graphs
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
القائمة
Use when creating or reviewing materials, instances, parameter collections, or material graphs
التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.
استنادا إلى تصنيف SOC المهني
Use when inspecting skeletal animation assets or authoring sequence skeleton named notifies through UnrealCortex.
Use when setting up Cortex for a project, getting started, refreshing schema, or asking what to do next
Use when creating, modifying, reviewing, debugging, or reparenting Blueprints — structure, graphs, variables, functions, inheritance, best practices
Blueprint-to-C++ migration pipeline with conversational analysis, plan-driven execution, visual progress tracking, and hard gates. Supports --audit, --resume, and --fast (streamlined mode for simple migrations).
Use when the Unreal Editor needs to be started, checked, reconnected, or restarted
Use when placing, organizing, or reviewing actors in a level
| name | cortex-material |
| description | Use when creating or reviewing materials, instances, parameter collections, or material graphs |
Creates and reviews materials, instances, and parameter collections using the Material Developer agent.
Determine mode from user intent:
Create/Modify: User wants to build or change something
Examples: "create a material", "add a parameter to", "update the texture slot", "create an instance of"
→ Launch material-developer agent with max_turns: 25
Review/Analyze: User wants to understand or audit existing assets
Examples: "review materials in /Game/Materials", "check naming conventions", "audit material complexity", "list all instances"
→ Launch material-developer agent with max_turns: 15
Ambiguous → Default to Review (read-only, safe)
| Mode | Agent | max_turns |
|---|---|---|
| Create/Modify | material-developer | 25 |
| Review/Analyze | material-developer | 15 |
Use the Task tool with subagent_type: "cortex-toolkit:material-developer" and the appropriate max_turns for the detected mode.
For Create/Modify, structure the prompt as a mandatory pipeline directive:
Create the following material using the MANDATORY pipeline:
**Material:** [name, e.g. M_PulsatingRed]
**Path:** [e.g. /Game/Materials/]
**Prefetched state:** [embed the main-thread `prefetched_state` block here before launching]
**Description:** [visual description of what the material should look like]
**Parameters to expose:** [list of ScalarParameter/VectorParameter names and defaults]
**Material instances:** [list of instances to derive, if any]
MANDATORY WORKFLOW:
1. Read `.cortex/domains/material.md` for pin conventions
2. Use `prefetched_state` first and avoid re-fetching the same baseline
3. Run independent read calls in parallel
4. Design your nodes[] and connections[] arrays as a JSON spec
5. Call `material_compose(name, path, nodes, connections)` as a SINGLE call
6. Include `expected_fingerprint` on every mutation that touches a prefetched asset
7. Create material instances if requested
PROHIBITED:
- For NEW materials: never call `create_material`, `add_node`, `connect`, `set_node_property`, or `auto_layout` individually — use `material_compose` exclusively.
- For EXISTING materials with 2+ changes: never make N sequential individual tool calls — use `core_cmd(batch)` with `stop_on_error: true` and `$ref` wiring (see `resources/batch-pipeline-guide.md`).
- Individual tools are only acceptable for a single isolated change on an existing asset.
**For Review/Analyze**, include the same `prefetched_state` block in the launch prompt, consume it before fresh reads, and keep independent reads parallel. Any follow-up mutation must carry `expected_fingerprint`.
For Review/Analyze, pass the review scope and focus:
If the agent's response includes a Status line:
If the agent's response has no Status line (e.g., turn limit reached), treat as partial — summarize whatever was produced and warn the review or creation may be incomplete.