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kevinpbuckley
GitHub-Creator-Profil

kevinpbuckley

Repository-Ansicht von 99 gesammelten Skills in 2 GitHub-Repositories.

gesammelte Skills
99
Repositories
2
aktualisiert
25. Aug. 2026
Repository-Explorer

Repositories und repräsentative Skills

actors-and-components
Softwareentwickler

Build and compose gameplay objects from Actors and Components in Unreal C++ — the AActor lifecycle (constructor, PostInitializeComponents, BeginPlay, Tick, EndPlay, Destroyed), the component types (UActorComponent, USceneComponent, UPrimitiveComponent), the…

4. Aug. 2026
ai-and-navigation
Softwareentwickler

Build AI in Unreal — AIController-driven pawns, Behavior Trees and Blackboards (tasks, decorators, services), the navigation system and NavMesh (MoveTo pathfinding, NavMeshBoundsVolume, NavAreas, avoidance), the Environment Query System (EQS generators,…

4. Aug. 2026
animation-system
Softwareentwickler

Animate skeletal meshes in Unreal using the AnimInstance / Animation Blueprint model — C++ UAnimInstance base class (NativeInitializeAnimation, NativeUpdateAnimation, NativeThreadSafeUpdateAnimation), AnimGraph with state machines and blend spaces, animation…

4. Aug. 2026
asset-management
Softwareentwickler

Reference and load Unreal assets correctly — hard vs soft references (TObjectPtr vs TSoftObjectPtr/TSoftClassPtr), virtual content paths, FSoftObjectPath, async loading with FStreamableManager and FStreamableHandle, the Asset Registry for querying without…

4. Aug. 2026
audio-and-metasounds
Softwareentwickler

Play and control audio in Unreal — the sound asset types (SoundWave, SoundCue, MetaSound Source), playing 2D/3D sounds from C++ (UGameplayStatics, UAudioComponent), spatial attenuation, sound classes/submixes/concurrency for mixing, runtime MetaSound…

4. Aug. 2026
automation-and-testing
Softwarequalitätssicherungsanalysten und -tester

Write and run automated tests for Unreal Engine projects — simple/complex automation tests (IMPLEMENT_SIMPLE_AUTOMATION_TEST, IMPLEMENT_COMPLEX_AUTOMATION_TEST), BDD-style Spec tests (DEFINE_SPEC, BEGIN_DEFINE_SPEC, Describe/It/BeforeEach/AfterEach),…

4. Aug. 2026
blueprint-cpp-integration
Softwareentwickler

Expose C++ classes, functions, and properties to Blueprint in Unreal Engine — UFUNCTION specifiers (BlueprintCallable, BlueprintPure, BlueprintImplementableEvent, BlueprintNativeEvent), UPROPERTY exposure (BlueprintReadWrite/ReadOnly,…

4. Aug. 2026
blueprint-fundamentals
Softwareentwickler

Understand Blueprints as Unreal's visual scripting and asset-class system — what a Blueprint class is, the UBlueprint editor asset vs. UBlueprintGeneratedClass runtime class, how it relates to its C++ parent, the graph types (Event Graph, Functions,…

4. Aug. 2026
Es werden 8 von 61 gesammelten Skills angezeigt.
bulk-maintenance
nicht klassifiziert

Plan, dry-run, apply, verify, roll back, and resume explicit bounded batches for Blueprint interface migration, metadata hygiene, asset naming/organization, and unused-asset cleanup preparation.

25. Aug. 2026
pie-testing
nicht klassifiziert

Start, stop, and query Play-In-Editor (PIE) sessions for runtime testing of Blueprints, gameplay logic, widgets, AI, and any in-game behavior. Use when the user asks you to "play", "test", "run", "PIE", "start/stop the game", or otherwise needs a live game…

25. Aug. 2026
gas
nicht klassifiziert

Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with Blueprint/Object tools and Python. Use when the user asks to…

24. Aug. 2026
gameplay-tags
nicht klassifiziert

Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).

24. Aug. 2026
vibeue
nicht klassifiziert

Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, gameplay tags, enhanced input, skeletons, PCG (procedural…

23. Aug. 2026
asset-management
nicht klassifiziert

Import/export textures crash-safely, query the Content Browser selection, and check if an asset is open (AssetDiscoveryService). Search, load, save, move, rename, duplicate, and delete assets are handled by Unreal's native AssetTools toolset or…

21. Aug. 2026
blueprint-graphs
Softwareentwickler

Add, connect, and configure nodes in Blueprint event graphs and function graphs — function-call/event/branch/timer/custom-event/delegate nodes, Standard Macro nodes (ForEachLoop/ForLoop/WhileLoop/DoOnce/Gate/IsValid/FlipFlop via add_macro_instance_node),…

21. Aug. 2026
enhanced-input
nicht klassifiziert

Create and configure Enhanced Input — Input Actions, Mapping Contexts, key mappings, triggers, and modifiers (InputService). Use when the user asks to set up player input, create an Input Action (IA_) or Input Mapping Context (IMC_), bind keys to actions, or…

21. Aug. 2026
Es werden 8 von 38 gesammelten Skills angezeigt.
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