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OrionUE
GitHub-Creator-Profil

OrionUE

Repository-Ansicht von 59 gesammelten Skills in 1 GitHub-Repositories.

gesammelte Skills
59
Repositories
1
aktualisiert
2026-07-08
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

crlf-mechanical-formatting
Softwareentwickler

Use when bulk-formatting or mechanically rewriting Windows text/code files in this repo with PowerShell, especially to preserve CRLF line endings, normalize Tab indentation, avoid LF-only output, protect copyright header blocks, and validate touched Unreal plugin/source files after formatting.

2026-07-08
orion-asset-management
Softwareentwickler

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.

2026-07-08
orion-audio-framework
Softwareentwickler

Use when Codex works on Unreal Engine audio in this framework: Content/Audio assets, Content/Acoustics, SoundClass, SoundConcurrency, SoundSubmix, SoundControlBus, ControlBusMix, AudioModulation, AudioMixer, MetaSound, ProjectAcoustics, SteamAudio, OrionVoiceChat, voice chat, microphone input, audio output device switching, CoreAudioSettings, GameSettingRegistry_Audio, UAudioMixEffectsSubsystem, spatialization, reverb, occlusion, HDR/LDR audio, or DefaultEngine/DefaultGame audio configuration.

2026-07-08
orion-audio-system
Softwareentwickler

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.

2026-07-08
orion-browser-framework
Softwareentwickler

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.

2026-07-08
orion-code-style
Softwareentwickler

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.

2026-07-08
orion-framework-architecture
Softwareentwickler

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.

2026-07-08
orion-framework-skill-authoring
Softwareentwickler

Use when a user describes how an Orion or Unreal Engine game framework module, plugin, subsystem, UI layer, gameplay feature, or tool should be used and Codex must inspect local project plus engine source, extract portable implementation guidance, and create or update repo-local Skills under .agents/skills without project names, absolute paths, or machine-specific assumptions. Also use when consolidating repo-local Skills, choosing whether to merge a narrow Skill into an existing Skill, or enforcing Skill naming rules such as unreal-* for Unreal source/API guidance and orion-* for Orion framework guidance.

2026-07-08
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