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oliver-io
Profil créateur GitHub

oliver-io

Vue par dépôt de 20 skills collectés dans 1 dépôts GitHub.

skills collectés
20
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1
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2026-07-03
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Dépôts et skills représentatifs

automated-tester
Analystes en assurance qualité des logiciels et testeurs

Set up an automated, agent-observed end-to-end test (or a guarded dev loop) for an Unreal feature in this harness. Use when someone wants to "add a test", "test this feature end-to-end", "verify X works in PIE", "build a verification harness", "guard this feature with a test", or "make a guardrail loop for an agent building X". Opinionated: the engine constructs the scenario via typed C++ primitives, the agent observes the behaviour it controls through a DIFFERENT read primitive, no mocks, headless-first. Encodes docs/TESTING.md.

2026-07-03
onboard
Développeurs de logiciels

Get this repo configured to run on the user's machine. Use when someone has just cloned/opened the Unreal Engine MCP repo and wants to set it up, "onboard", get started, or install its dependencies. Covers three things — (0) a dependency survey + install walkthrough (minimal vs full vs custom profile; C++ toolchain, uv/tests, Neo4j/Docker, GIMP, Pulumi/AWS, API keys), (1) locating the user's Unreal Engine install (UNREAL_ENGINE_ROOT), and (2) wiring this repo's plugin into the user's UE project so the MCP drives this code, plus setting UNREAL_PROJECT_ROOT. Invoke on requests like "onboard me", "set this up", "help me get configured", "install the dependencies", "where's my engine", "wire up the plugin".

2026-07-03
progress-video
Monteurs de films et de vidéos

Turn a project's accumulated QA screenshots (projects/<Game>/Saved/Screenshots/**) into a development-story video — a curated, narrative-ordered slideshow that accelerates through the debug era, eases out to linger on the polished shots, crossfades throughout, and ends by dissolving into a real gameplay clip. Covers the whole pipeline: mining the screenshot folder + project docs (GDD/PLAN/STATUS) for the story arc, agent-verifying every candidate frame (drop contentless frames, KEEP funny bugs — errors preceding a good version are the story), moving keepers into named narrative groups, and generating the ffmpeg xfade chain with a tunable pacing curve — plus optional composition layers: a 3-column strip of dev screen-recordings riding above the main pane (1x speed, sampled), a pan-out camera revealing labels (repo URL, attribution, cost, fading credits) in the side black space, and a dual-aspect render emitting 16:9 and phone-native 9:16 cuts in one pass. Use when someone wants a "progress video", "dev timelin

2026-07-02
architect
Développeurs de logiciels

Write or update an architecture document for an Unreal Engine system — a conceptual spec a senior engineer can build from. Use when someone wants to "document this system", "write an architecture doc", "spec a feature before building it", "describe how X works for the team", or "update the docs to match the code". Plan-only and code-free: it researches the live editor, Blueprints, and source, then writes a Design-level document about intent, boundaries, contracts, and invariants — no implementation, no builds, no editor mutation. Works in any UE project, not one studio's house style.

2026-07-02
bootstrap
Développeurs de logiciels

Create a new Unreal Engine project under projects/ wired to this repo's UnrealMCP plugin and pre-configured with the recommended engine built-in plugins (Niagara, Water, GeometryScripting, GAS, StateTree, animation, runtime mesh, etc.), and give the project its own agent-facing CLAUDE.md. Use when someone wants to "bootstrap a project", "make a new UE project", "scaffold a test/sandbox project", get a fresh project to drive with the MCP, or "write a CLAUDE.md for this game". Produces a minimal C++ host project that loads the plugin from this repo (no copy) and builds against the engine at UNREAL_ENGINE_ROOT. Asks the intended architecture (C++-first vs Blueprint-first, single- vs multiplayer) and writes a project CLAUDE.md tuned to the answers; can also adopt an existing project by exploring it and writing a CLAUDE.md that describes it.

2026-07-02
build
Développeurs de logiciels

Build an Unreal Engine project across its flavors — the editor target for local play-in-editor (PIE), a standalone/packaged Windows client, and a dedicated server (local dev or a cooked Linux build for remote/cloud hosting). Use when someone wants to "build the game", "build the editor", "compile the project", "package for Windows", "cook content", "make a client/server build", "build the dedicated server", "make a shipping build", "build for the cloud/GameLift", or asks which build command they need and what config/platform to use. Generic across any UE project with similar Editor/Game/Server target architecture — it derives names from the project, hardcodes none. Knows the compile-vs-cook-vs-package distinction, the target matrix, and the constraints that silently break builds.

2026-07-02
capture-pose
Développeurs de logiciels

Turn a human-framed editor viewport into a reproducible, automated IN-GAME screenshot. The human positions the level-editor camera on whatever they want to see; this records that exact pose (location/rotation/FOV/aspect) and reproduces it inside the running game (PIE) through the real game render path — no character driving, no camera flying — saving the shot so any later run can re-capture the identical view with zero human input. This is the sanctioned way to build the "fixed capture rig" that CLAUDE.md / docs/TESTING.md require before any screenshot-based visual validation. Use when someone says "capture this view", "record my camera", "snapshot this framing in-game", "set up a repeatable shot of X", "make a capture rig for this", or "I framed it — grab it in the game". Pairs with /visual-critique for judging the captured frame (against a reference image or a written spec).

2026-07-02
docs
Développeurs de logiciels

Build and maintain a game project's architecture-documentation system — a bidirectionally-navigable, code-synced knowledge base genericized from a production UE reference project's two-taxonomy model. One namespace, three modes. `/docs taxonomy` builds the FORWARD taxonomy (the file-by-file source atlas TAXONOMY.md + doc router INDEX.md, for top-down navigation). `/docs reverse` builds the REVERSE taxonomy (backward-reference CLAUDE.md files that point a leaf folder up to its owning doc + an ANNOTATE.md backlog of undocumented systems). `/docs audit` is the SYNC loop (verify each doc against the code, one per pass, with a resumable ledger). Use for "build a taxonomy / index the codebase / source atlas", "add folder pointers / annotate the source tree / stop agents drifting off-architecture", "audit the docs / check docs against code / find stale docs". Markdown-only — no source edits, no editor mutation. Generic across any UE project (C++-first, Blueprint-first, or with a TS backend); derives source roots fro

2026-07-02
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