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kevinpbuckley
GitHub クリエイタープロフィール

kevinpbuckley

2 件の GitHub リポジトリにある 99 件の収集済み skills をリポジトリ単位で表示します。

収集済み skills
99
リポジトリ
2
更新
2026年8月25日
リポジトリエクスプローラー

リポジトリと代表的な skills

actors-and-components
ソフトウェア開発者

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…

2026年8月4日
ai-and-navigation
ソフトウェア開発者

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,…

2026年8月4日
animation-system
ソフトウェア開発者

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…

2026年8月4日
asset-management
ソフトウェア開発者

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…

2026年8月4日
audio-and-metasounds
ソフトウェア開発者

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…

2026年8月4日
automation-and-testing
ソフトウェア品質保証アナリスト・テスター

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),…

2026年8月4日
blueprint-cpp-integration
ソフトウェア開発者

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

2026年8月4日
blueprint-fundamentals
ソフトウェア開発者

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,…

2026年8月4日
収集済み skill 61 件中 8 件を表示しています。
bulk-maintenance
未分類

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.

2026年8月25日
pie-testing
未分類

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…

2026年8月25日
gas
未分類

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…

2026年8月24日
gameplay-tags
未分類

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).

2026年8月24日
vibeue
未分類

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…

2026年8月23日
asset-management
未分類

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…

2026年8月21日
blueprint-graphs
ソフトウェア開発者

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),…

2026年8月21日
enhanced-input
未分類

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…

2026年8月21日
収集済み skill 38 件中 8 件を表示しています。
2 件中 2 件のリポジトリを表示
すべてのリポジトリを表示しました