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UnrealClientProtocol

UnrealClientProtocol contains 24 collected skills from Italink, with repository-level occupation coverage and site-owned skill detail pages.

skills collected
24
Stars
116
updated
2026-03-29
Forks
14
Occupation coverage
1 occupation categories · 100% classified
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Skills in this repository

unreal-modeling-asset
software-developers

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。

2026-03-29
unreal-modeling-attributes
software-developers

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。

2026-03-29
unreal-modeling-create
software-developers

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.

2026-03-29
unreal-modeling-deform
software-developers

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。

2026-03-29
unreal-modeling-meshops
software-developers

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。

2026-03-29
unreal-modeling-normals
software-developers

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。

2026-03-29
unreal-modeling-primitives
software-developers

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。

2026-03-29
unreal-modeling-query
software-developers

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。

2026-03-29
unreal-modeling-selection
software-developers

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。

2026-03-29
unreal-modeling
software-developers

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。

2026-03-29
unreal-modeling-uv
software-developers

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。

2026-03-29
unreal-live-coding
software-developers

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.

2026-03-27
unreal-pie-control
software-developers

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.

2026-03-27
unreal-client-protocol
software-developers

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.

2026-03-26
unreal-plugin-localization
software-developers

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。

2026-03-26
unreal-niagara-editing
software-developers

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.

2026-03-25
unreal-nodecode-common
software-developers

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.

2026-03-25
unreal-blueprint-editing
software-developers

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.

2026-03-22
unreal-material-editing
software-developers

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.

2026-03-22
unreal-widget-editing
software-developers

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.

2026-03-21
unreal-large-blueprint-analysis
software-developers

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.

2026-03-20
unreal-actor-editing
software-developers

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.

2026-03-19
unreal-asset-operation
software-developers

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.

2026-03-19
unreal-object-operation
software-developers

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.

2026-03-19