orion-asset-management
OrionUE/Orion_FreeEdition
Use before creating, renaming, moving, importing, converting, validating, batch-editing, saving, or organizing Unreal Engine assets and Blueprint assets, including Materials, Material Instances, Physical Materials, Python phys_material edits, Blueprint classes, Blueprint Components, Blueprint Function Libraries, Blueprint Interfaces, Widget Blueprints, Animation Blueprints, Gameplay Ability assets, audio assets, cinematics, localization, movie files, Bink/Media assets, Splash startup images under Content/Splash, ProjectAcoustic or ProjectAcoustics content, system assets, UI assets, and GameFeatures plugin Content folders. Enforces Allar-style asset prefixes, Blueprint naming rules, folder naming rules, project Content taxonomy, save verification, and GameFeatures content layout.
orion-audio-system
OrionUE/Orion_FreeEdition
Use when working on the project-local OrionAudioSystem plugin, audio generation components, Blueprint audio playback APIs, runtime attenuation updates, USoundBase/USoundAttenuation playback, multiplayer replicated one-shot audio, Blueprint component visibility/loading issues, or VerifyImport failures for /Script/OrionAudioSystem in Plugins/Audio/OrionAudioSystem. Use for requests mentioning OrionAudioSystem, UOrionAudioGenerationComponent, UOrionFireAndForgetAudioGenerationComponent, 音频生成组件, 世界位置播放音频, 实时衰减, 多人都能听到声音, 组件消失, or 蓝图重新加载后才显示.
orion-browser-framework
OrionUE/Orion_FreeEdition
Use when implementing, modifying, debugging, packaging, or validating the OrionBrowser plugin, CEF browser kernel integration, OrionCEF3 third-party artifacts, OrionBrowserHelper subprocess, UOrionBrowserWidget, UGameUIWebBrowser, HTML popup browser content, browser cursor policy, mouse cursor hand/grab issues, H.264/AAC video playback, or browser runtime staging for Win64/Steam.
orion-code-style
OrionUE/Orion_FreeEdition
Use when editing, creating, refactoring, formatting, especially Unreal C++ .h .cpp, ModuleRules .Build.cs, TargetRules .Target.cs, comments, includes, lambdas, naming, copyright headers, custom copyright header config, author/date header fields, CRLF, and Tab indentation.
orion-framework-architecture
OrionUE/Orion_FreeEdition
Use before Codex writes, modifies, fixes, refactors, reviews, designs, or changes Unreal or Orion gameplay code, Blueprint-facing APIs, plugins, assets, configuration, systems, or features. This Skill requires senior game-architecture analysis before any implementation or edit: translate the user request into use cases, modules/plugins, domain abstractions, architecture patterns, extension points, data/assets, communication, authority, validation, and project layers. Use for broad requests such as write code, change code, fix code, refactor code, add a feature, build a system, implement gameplay, design/refactor architecture, 写代码, 改代码, 修代码, 重构代码, 写功能, 加系统, 做玩法, 改架构, 架构分析, 解耦, 扩展, 抽象, or 蓝图逻辑.