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db-lyon
GitHub-Creator-Profil

db-lyon

Repository-Ansicht von 6 gesammelten Skills in 1 GitHub-Repositories.

gesammelte Skills
6
Repositories
1
aktualisiert
29. Aug. 2026
Repository-Karte

Wo die Skills liegen

Top-Repositories nach gesammelter Skill-Anzahl, mit ihrem Anteil an diesem Creator-Katalog und ihrer Berufsverteilung.

Repository-Explorer

Repositories und repräsentative Skills

ue-mcp-workflow
nicht klassifiziert

Use when driving Unreal Engine editor via the ue-mcp MCP server. Covers the required order of operations (status check first), editor lifecycle, project scoping, and what to do when the bridge says "still initializing". Pulls in automatically any time the…

29. Aug. 2026
ue-mcp-animation
nicht klassifiziert

Use when creating, modifying, retargeting, rigging, constraining, or validating skeletal animation through UE-MCP. Covers native UE 5.8 IK Rig and Retargeter authoring, the Control Rig begin/read/apply/bake loop, generic contact locks, per-rig anatomical and…

29. Aug. 2026
ue-mcp-blueprint
nicht klassifiziert

Use when authoring or modifying Unreal Blueprint assets through ue-mcp. Covers the read-then-write discipline, node/pin wiring, component (SCS) hierarchy, variables, interfaces, compilation, and the difference between pin defaults and linked inputs. Pulls in…

29. Aug. 2026
ue-mcp-epic-routing
Softwareentwickler

Use when deciding between ue-mcp's native category actions and Epic's wrapped ToolsetRegistry tools (the `epic_*` actions, incl. the Blueprint graph DSL) for a task in Unreal. Pulls in when authoring Blueprint graph bodies, or any time both a native action…

29. Aug. 2026
ue-mcp-native-cpp
Softwareentwickler

Use when writing or modifying native C++ UCLASSes in an Unreal project via ue-mcp. Covers create_cpp_class → write_cpp_file → live_coding_compile loop, when to use build vs Live Coding, and the add_module_dependency workflow. Pulls in any time the user asks…

29. Aug. 2026
ue-mcp-niagara
Softwareentwickler

Use when authoring Niagara VFX systems via ue-mcp - creating systems and emitters, adding renderers, setting module inputs and static switches, building HLSL modules, and batching operations. Pulls in any time the user asks for a particle system, VFX, Niagara…

29. Aug. 2026
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