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kevinpbuckley
Perfil de creador de GitHub

kevinpbuckley

Vista por repositorio de 99 skills recopiladas en 2 repositorios de GitHub.

skills recopiladas
99
repositorios
2
actualizado
25 ago 2026
explorador de repositorios

Repositorios y skills representativas

actors-and-components
Desarrolladores de software

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 ago 2026
ai-and-navigation
Desarrolladores de software

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 ago 2026
animation-system
Desarrolladores de software

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 ago 2026
asset-management
Desarrolladores de software

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 ago 2026
audio-and-metasounds
Desarrolladores de software

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 ago 2026
automation-and-testing
Analistas de garantía de calidad de software y probadores

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 ago 2026
blueprint-cpp-integration
Desarrolladores de software

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

4 ago 2026
blueprint-fundamentals
Desarrolladores de software

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 ago 2026
Mostrando 8 de 61 skills recopiladas.
bulk-maintenance
sin clasificar

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 ago 2026
pie-testing
sin clasificar

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 ago 2026
gas
sin clasificar

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 ago 2026
gameplay-tags
sin clasificar

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 ago 2026
vibeue
sin clasificar

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 ago 2026
asset-management
sin clasificar

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 ago 2026
blueprint-graphs
Desarrolladores de software

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 ago 2026
enhanced-input
sin clasificar

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 ago 2026
Mostrando 8 de 38 skills recopiladas.
Mostrando 2 de 2 repositorios
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