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cortex-statetree
Use when creating, updating, reviewing, validating, compiling, or inspecting Unreal StateTree assets through UnrealCortex
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。
メニュー
Use when creating, updating, reviewing, validating, compiling, or inspecting Unreal StateTree assets through UnrealCortex
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 placing, organizing, or reviewing actors in a level
| name | cortex-statetree |
| description | Use when creating, updating, reviewing, validating, compiling, or inspecting Unreal StateTree assets through UnrealCortex |
Creates, updates, reviews, validates, and compiles StateTree assets using the StateTree Developer agent.
Determine mode from user intent:
Create/Modify: User wants to build or change a StateTree asset
Examples: "create a StateTree", "add a Patrol state", "wire a transition", "compile after structural edits"
→ Launch cortex-toolkit:statetree-developer agent with max_turns: 25
Review/Analyze: User wants to inspect structure or understand an existing StateTree without mutating it
Examples: "review ST_Guard", "dump this StateTree", "check transitions", "check StateTree structure"
→ Launch cortex-toolkit:statetree-developer agent with max_turns: 15
Validate/Compile: User wants to run mutating validation fixups or compile an existing StateTree
Examples: "validate this StateTree", "run validation fixups", "compile ST_Guard"
→ Launch cortex-toolkit:statetree-developer agent with max_turns: 15
Ambiguous → Default to Review (read-only, safe)
| Mode | Agent | max_turns |
|---|---|---|
| Create/Modify | cortex-toolkit:statetree-developer | 25 |
| Review/Analyze | cortex-toolkit:statetree-developer | 15 |
| Validate/Compile | cortex-toolkit:statetree-developer | 15 |
Use the Task tool with subagent_type: "cortex-toolkit:statetree-developer" and the appropriate max_turns for the detected mode.
For Create/Modify, structure the prompt as a mandatory pipeline directive:
Create or update the following StateTree using the MANDATORY pipeline:
**StateTree:** [asset path, e.g. /Game/AI/StateTrees/ST_Guard]
**Mode:** [create or update]
**Schema class:** [required for create, e.g. /Script/GameplayStateTreeModule.StateTreeComponentSchema or a verified project-specific UStateTreeSchema subclass]
**Prefetched state:** [embed the main-thread prefetched_state block here before launching]
**States:** [state names, hierarchy, type, tags, enabled state, selection behavior]
**Transitions:** [source, target, trigger, event tag, priority]
**Validation:** [check only, validate, compile, save]
MANDATORY WORKFLOW:
1. Read `.cortex/domains/statetree.md` if present, then read `cortex-toolkit/resources/statetree-patterns.md`
2. Use `prefetched_state` first. Do not re-fetch the same baseline if it is already present.
3. For new assets with 2+ states or transitions, design a JSON spec and call `statetree_compose(...)` once.
4. For existing assets with 2+ changes, prefer `statetree_compose(mode="update", asset_path="...", expected_fingerprint=...)`.
5. For one isolated existing-asset change, use `statetree_cmd(command="...", params={...})`.
6. Pass `expected_fingerprint` on every mutation that touches a prefetched StateTree.
7. Run `check_structure` after structural edits and `compile` only when explicitly requested.
PROHIBITED:
- Do not edit `.uasset` files directly.
- Do not write Unreal Python scripts as a workaround for StateTree mutation.
- Do not create GameplayTags implicitly. Invalid tags must be reported.
- Do not claim node/task/condition/binding authoring support. The shipped slice is structure-level only.
For Review/Analyze, pass the review scope and keep it read-only:
Review the following StateTree(s):
**Scope:** [specific StateTree asset paths, or path prefix such as /Game/AI/StateTrees]
**Concerns:** [structure, transitions, tags, check_structure findings, compile readiness]
**Prefetched state:** [embed the main-thread prefetched_state block here before launching]
READ-ONLY MODE:
Permitted tools: statetree_cmd(list_assets), statetree_cmd(dump_tree), statetree_cmd(get_state), statetree_cmd(check_structure), get_dependencies, get_referencers.
Do not call validate_asset, compile, add_state, remove_state, rename_state, move_state, set_state_properties, add_transition, remove_transition, set_transition_properties, create_asset, duplicate_asset, or delete_asset.
WORKFLOW:
1. Read `.cortex/domains/statetree.md` if present, then read `cortex-toolkit/resources/statetree-patterns.md`
2. Use prefetched state first
3. Inspect target assets with `dump_tree`
4. Run `check_structure`
5. Report findings grouped by Errors, Warnings, Info
For Validate/Compile, pass the mutation scope explicitly:
Run validation fixups or compile for the following StateTree:
**StateTree:** [asset path, e.g. /Game/AI/StateTrees/ST_Guard]
**Operation:** [validate_asset, compile, or both]
**Prefetched state:** [embed the main-thread prefetched_state block here before launching]
**Expected fingerprint:** [required fingerprint from prefetched_state or a fresh dump_tree/check_structure result]
**Save:** [true or false]
MUTATING MODE:
1. Read `.cortex/domains/statetree.md` if present, then read `cortex-toolkit/resources/statetree-patterns.md`
2. Use `prefetched_state` first. Do not re-fetch the same baseline if it is already present.
3. Pass `expected_fingerprint` on every mutating call.
4. Run only the requested `validate_asset` and/or `compile` operations.
5. Report structured diagnostics and the latest returned fingerprint.
If the agent's response includes a Status line:
If the agent's response has no Status line, treat it as partial and summarize the usable results without claiming completion.