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cortex-level
Use when placing, organizing, or reviewing actors in a level
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
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Use when placing, organizing, or reviewing actors in a level
Codex または Claude でインストール この Prompt をコピーして Codex、Claude、または他のアシスタントに貼り付けると、Skill ページを確認してインストールできます。
SOC 職業分類に基づく
Use when inspecting skeletal animation assets or authoring sequence skeleton named notifies through UnrealCortex.
Use when setting up Cortex for a project, getting started, refreshing schema, or asking what to do next
Use when creating, modifying, reviewing, debugging, or reparenting Blueprints — structure, graphs, variables, functions, inheritance, best practices
Blueprint-to-C++ migration pipeline with conversational analysis, plan-driven execution, visual progress tracking, and hard gates. Supports --audit, --resume, and --fast (streamlined mode for simple migrations).
Use when the Unreal Editor needs to be started, checked, reconnected, or restarted
Use when generating QA baselines, running scenario-driven gameplay QA, or starting an interactive QA session
| name | cortex-level |
| description | Use when placing, organizing, or reviewing actors in a level |
Places, organizes, modifies, and reviews level content using the Level Designer agent.
| Request | Mode | Agent turns |
|---|---|---|
| "Place", "Add", "Spawn", "Build", "Move", "Delete", "Organize", "Adjust lighting", multi-actor layout, scene construction | Create/Modify | 25 |
| "Review", "Audit", "Check", "Analyse", "What actors", "List", spatial/organization questions | Review/Analyze | 15 |
| Ambiguous | Default to Review | 15 |
Use the Task tool with subagent_type: "cortex-toolkit:level-designer" and max_turns: 25 to delegate the work.
Structure the prompt using the 3-phase directive:
Make the following level changes using the 3-phase methodology:
**Request:** [user's request verbatim]
**Prefetched state:** [embed the main-thread `prefetched_state` block here before launching]
MANDATORY WORKFLOW:
0. VERIFY: call `get_info` to confirm MCP connectivity. If it fails, invoke `cortex-editor`.
1. Use `prefetched_state` first. Do not re-fetch the same baseline unless required for the next step.
2. Read `.cortex/domains/level.md` for level conventions
3. PLAN: call `get_info`, then `list_actors` or `find_actors` to understand current state.
Design the complete `operations[]` array before touching anything.
4. Issue independent discovery reads in parallel.
5. BATCH: call `level_compose` once with the full spec.
- Use `stop_on_error: true` if any op references `$ops[...]` from another op in the batch
- Use `stop_on_error: false` for independent bulk modifications
- Pass `expected_fingerprint` on each mutation guarded by `prefetched_state`
6. VERIFY: check `completed_steps == total_steps`.
If false, diff `spawned_actors` against plan, call `find_actors` if needed,
then construct a MINIMAL fix batch for the gap only.
Maximum one retry batch. If retry fails, stop and report.
TOOL SELECTION RULE:
- level_compose: 2+ spawns OR 3+ existing actor modifications OR any spawn+configure chain
- Individual tools: 1-2 existing actors with a single change (quick corrections only)
PROHIBITED: Do NOT skip the Plan phase for multi-actor work. Do NOT call get_actor
for each spawned actor to verify — check completed_steps first.
The Level Designer agent will:
.cortex/domains/level.mdoperations[] speclevel_compose onceThe agent returns from level_compose:
success: true/falseactor_count + spawned_actors: actors created or duplicatedcompleted_steps / total_steps: batch progressfailed_steps[]: per-failure with op_id, command, error_code, errorUse the Task tool with subagent_type: "cortex-toolkit:level-designer" and max_turns: 15 to delegate the review.
Pass context about what to review:
Review the current level and provide a report:
**Prefetched state:** [embed the main-thread `prefetched_state` block here before launching]
1. Use `prefetched_state` first; only fetch missing data
2. Use `get_info` for level overview (name, actor count, world type, sublevels, is_world_partition)
3. Use `list_actors` to enumerate actors (paginate if needed)
4. Run independent reads in parallel where possible
5. Use `get_bounds` to understand spatial layout
6. Check folder organization — are actors organized logically?
7. Check for common issues:
- Actors without folders
- Duplicate labels
- Actors at origin that shouldn't be
- Unloaded sublevels
- Missing data layer assignments (if World Partition)
8. Summarize findings with recommendations
The Level Designer agent will:
The agent returns:
If the agent's response includes a Status line:
If the agent's response has no Status line (e.g., turn limit reached mid-response), treat as partial — summarize whatever the agent produced and note the work may be incomplete.