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cortex-material
Use when creating or reviewing materials, instances, parameter collections, or material graphs
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Use when creating or reviewing materials, instances, parameter collections, or material graphs
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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
SOC 직업 분류 기준
| name | cortex-material |
| description | Use when creating or reviewing materials, instances, parameter collections, or material graphs |
Creates and reviews materials, instances, and parameter collections using the Material Developer agent.
Determine mode from user intent:
Create/Modify: User wants to build or change something
Examples: "create a material", "add a parameter to", "update the texture slot", "create an instance of"
→ Launch material-developer agent with max_turns: 25
Review/Analyze: User wants to understand or audit existing assets
Examples: "review materials in /Game/Materials", "check naming conventions", "audit material complexity", "list all instances"
→ Launch material-developer agent with max_turns: 15
Ambiguous → Default to Review (read-only, safe)
| Mode | Agent | max_turns |
|---|---|---|
| Create/Modify | material-developer | 25 |
| Review/Analyze | material-developer | 15 |
Use the Task tool with subagent_type: "cortex-toolkit:material-developer" and the appropriate max_turns for the detected mode.
For Create/Modify, structure the prompt as a mandatory pipeline directive:
Create the following material using the MANDATORY pipeline:
**Material:** [name, e.g. M_PulsatingRed]
**Path:** [e.g. /Game/Materials/]
**Prefetched state:** [embed the main-thread `prefetched_state` block here before launching]
**Description:** [visual description of what the material should look like]
**Parameters to expose:** [list of ScalarParameter/VectorParameter names and defaults]
**Material instances:** [list of instances to derive, if any]
MANDATORY WORKFLOW:
1. Read `.cortex/domains/material.md` for pin conventions
2. Use `prefetched_state` first and avoid re-fetching the same baseline
3. Run independent read calls in parallel
4. Design your nodes[] and connections[] arrays as a JSON spec
5. Call `material_compose(name, path, nodes, connections)` as a SINGLE call
6. Include `expected_fingerprint` on every mutation that touches a prefetched asset
7. Create material instances if requested
PROHIBITED:
- For NEW materials: never call `create_material`, `add_node`, `connect`, `set_node_property`, or `auto_layout` individually — use `material_compose` exclusively.
- For EXISTING materials with 2+ changes: never make N sequential individual tool calls — use `core_cmd(batch)` with `stop_on_error: true` and `$ref` wiring (see `resources/batch-pipeline-guide.md`).
- Individual tools are only acceptable for a single isolated change on an existing asset.
**For Review/Analyze**, include the same `prefetched_state` block in the launch prompt, consume it before fresh reads, and keep independent reads parallel. Any follow-up mutation must carry `expected_fingerprint`.
For Review/Analyze, pass the review scope and focus:
If the agent's response includes a Status line:
If the agent's response has no Status line (e.g., turn limit reached), treat as partial — summarize whatever was produced and warn the review or creation may be incomplete.