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kevinpbuckley/VibeUE

SkillsMP ha recopilado 36 skills de kevinpbuckley/VibeUE. Abre una skill para revisar su origen y sus detalles.

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Skills en este repositorio

Mostrando 36 de 36 skills recopiladas.

ocupación
Desarrolladores de software
descripción

Create and edit AnimSequence keyframes and tracks — add/remove keyframes, set bone tracks, query sequence info, and bake edits (AnimSequenceService). Use when the user asks to create a new animation sequence, add keyframes/tracks, or edit raw animation data.…

Idioma del texto original: inglés

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Desarrolladores de software
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Create and modify Blueprint assets, variables, functions, components, event dispatchers, and interfaces. Use when the user asks to create a Blueprint/BP, add a variable or component to a Blueprint, make an event dispatcher/delegate, implement a Blueprint…

Idioma del texto original: inglés

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Desarrolladores de software
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Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and validation (BehaviorTreeService + BlackboardService). Use when the…

Idioma del texto original: inglés

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Analistas de garantía de calidad de software y probadores
descripción

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…

Idioma del texto original: inglés

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Desarrolladores de software
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Create and modify UMG Widget Blueprints (UI) — build the widget hierarchy, set properties, style fonts/brushes, author widget animations, bind events, capture previews, run PIE checks, and wire MVVM ViewModels. Use when the user asks to create a UI/HUD/menu,…

Idioma del texto original: inglés

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Desarrolladores de software
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Search Fab's public free catalog (including Quixel Megascans) and directly import eligible assets without adding them to the account library, or discover/import the signed-in Epic account's owned Fab library. Use for free Fab/Quixel searches, owned-library…

Idioma del texto original: inglés

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Desarrolladores de software
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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 content…

Idioma del texto original: inglés

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Desarrolladores de software
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Diagnose frame-rate bottlenecks (CPU vs GPU bound FIRST), control Unreal Insights traces, sample live frame times, and annotate performance captures. Use when FPS is low/bad, the game is slow, or you need to find what is limiting the frame rate.

Idioma del texto original: inglés

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Desarrolladores de software
descripción

Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService). Use when the user asks to build a StateTree, add states/tasks/transitions, bind task…

Idioma del texto original: inglés

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Desarrolladores de software
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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),…

Idioma del texto original: inglés

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Desarrolladores de software
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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…

Idioma del texto original: inglés

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Desarrolladores de software
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Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add…

Idioma del texto original: inglés

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Desarrolladores de software
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Create and edit landscape terrain — heightmaps, sculpting, paint layers, terrain analysis, mesh projection, and procedural features like mountains/valleys/craters (LandscapeService). Use when the user asks to create a landscape, sculpt/raise/lower terrain,…

Idioma del texto original: inglés

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Desarrolladores de software
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Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService + NiagaraScratchPadService). Module/renderer CRUD is owned by the engine…

Idioma del texto original: inglés

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Desarrolladores de software
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Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService). Use when the user asks to create or edit an Animation Blueprint/AnimBP, add a state machine or states, wire transitions between…

Idioma del texto original: inglés

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Desarrolladores de software
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Preview, validate, and bake bone-rotation edits on AnimSequences with constraint awareness and retarget safety. Use when the user asks to edit/pose/adjust an animation's bones, raise an arm, create a swing/wave/dance/pose, mirror or copy a pose, set joint…

Idioma del texto original: inglés

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Desarrolladores de software
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Create and manipulate Animation Montages — sections, slots, segments, branching points, notifies, and blend settings (AnimMontageService). Use when the user asks to create a montage (from an animation or empty), add or link montage sections, set up…

Idioma del texto original: inglés

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Desarrolladores de software
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Configure Unreal Engine core settings — rendering, physics, audio, garbage collection, console variables (cvars), and scalability levels (EngineSettingsService). Use when the user asks to change engine/rendering settings, set a console variable (r.*, etc.),…

Idioma del texto original: inglés

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Desarrolladores de software
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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…

Idioma del texto original: inglés

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Create, modify, and introspect UserDefinedEnums and UserDefinedStructs (EnumStructService). Use when the user asks to create a Blueprint enum or struct, add enum values or struct members, or inspect an enum/struct's fields. Useful for defining a DataTable row…

Idioma del texto original: inglés

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Desarrolladores de software
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Create foliage types and place/scatter foliage instances on landscapes and meshes (FoliageService). Use when the user asks to add trees/grass/bushes/rocks as foliage, create a foliage type from a mesh, scatter or paint foliage instances, or query/remove…

Idioma del texto original: inglés

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Desarrolladores de software
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Diagnose and remove FPS caps so the editor and game run uncapped (or at a target FPS). Use when the user says the editor/game is "locked", "capped", or "stuck" at a frame rate (commonly 60 FPS), asks to "unlock"/"uncap"/"raise" FPS, or wants to set a max FPS.…

Idioma del texto original: inglés

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Desarrolladores de software
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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).

Idioma del texto original: inglés

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Desarrolladores de software
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Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService). Use when the user asks to build a landscape/terrain material, set up paint layers (grass/rock/dirt), create layer info objects, add a grass…

Idioma del texto original: inglés

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Desarrolladores de software
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List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level…

Idioma del texto original: inglés

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Desarrolladores de software
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Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into engine geometry. Use when the user asks to block out or lay out…

Idioma del texto original: inglés

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Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate…

Idioma del texto original: inglés

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Desarrolladores de software
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Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService). System/emitter/parameter CRUD is owned by the engine NiagaraToolsets. Use when the user asks to tune…

Idioma del texto original: inglés

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Desarrolladores de software
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Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API). Use when the user asks to build a PCG graph, add PCG nodes (Surface Sampler, Static Mesh Spawner,…

Idioma del texto original: inglés

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Desarrolladores de software
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Configure Unreal Engine project settings and editor preferences — UI appearance, toolbar icons, scale, colors, and any UDeveloperSettings subclass (ProjectSettingsService). Use when the user asks to change a project setting or editor preference, configure a…

Idioma del texto original: inglés

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Desarrolladores de software
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Edit skeleton bone transforms/hierarchy, retargeting modes, curve metadata, blend profiles, bone constraints, and learn constraints from animations (VibeUE SkeletonService). Socket CRUD, bone enumeration, physics-asset, and material/LOD inspection are owned…

Idioma del texto original: inglés

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Desarrolladores de software
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Create and modify SoundCue assets — add/connect nodes (mixer, random, delay, attenuation, modulator, etc.) and set audio properties (SoundCueService). Use when the user asks to create a Sound Cue, build a SoundCue node graph, or wire audio playback logic.

Idioma del texto original: inglés

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Desarrolladores de software
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Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService). Use when the user asks to check/add/remove UV channels, auto-unwrap UVs, transform (tile/offset/rotate) UVs, check UV health/islands, or export a UV layout image.

Idioma del texto original: inglés

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Desarrolladores de software
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Control the Unreal Editor level viewport — camera type/position, view mode, FOV, exposure, layout, and rendering settings (ViewportService). Use when the user asks to move the editor camera, change the view mode (Lit/Unlit/Wireframe), set FOV/exposure, switch…

Idioma del texto original: inglés

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Desarrolladores de software
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Create production-quality landscape materials with the master-material + material-function + material-instance paradigm, RVT, and auto-layering. Use when the user asks for an auto/procedural landscape material, slope/altitude/distance-based layer blending,…

Idioma del texto original: inglés

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Desarrolladores de software
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Generate heightmaps, map reference images, and water feature splines (rivers, lakes, oceans) from real-world geographic data (terrain_data tool). Use when the user asks to build terrain from a real location/coordinates, download a real-world heightmap, or add…

Idioma del texto original: inglés

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Mostrando 36 de 36 skills recopiladas.