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UnrealClientProtocol
UnrealClientProtocol에는 Italink에서 수집한 skills 24개가 있으며, 저장소 수준 직업 범위와 사이트 내 skill 상세 페이지를 제공합니다.
이 저장소의 skills
GeometryScript 资产读写与碰撞操作。当用户要求精细控制 StaticMesh 资产加载/保存选项、创建新资产、生成碰撞体时使用。
GeometryScript 网格属性操作。当用户要求设置/查询顶点色、Polygroup、材质 ID 时使用。
Create geometry through the GeometryScript modeling workflow. Use when the user asks to create primitives, generate profile-based shapes, or produce mesh assets or working meshes for downstream pipelines.
GeometryScript 变形与变换操作。当用户要求弯曲、扭曲、平滑、噪声、位移、平移、旋转、缩放网格时使用。
GeometryScript 网格处理操作。当用户要求修复、简化、Remesh、布尔运算、体素化、分解、基础编辑或细分网格时使用。
GeometryScript 法线与切线操作。当用户要求重算法线、分裂法线、翻转法线、计算切线或修复法线方向时使用。
GeometryScript 图元创建与建模函数。当用户要求创建 Box、Sphere、Cylinder 等基础形状,或进行拉伸、旋转体、壳体等建模操作时使用。
GeometryScript 网格查询与空间操作。当用户要求获取网格信息(顶点数、包围盒、拓扑状态)、空间查询(最近点、射线求交、包含测试)或采样时使用。
GeometryScript 网格选择操作。当用户要求按条件选择网格元素(球形/盒体/平面/法线角度/材质等)、组合选择、扩展/收缩选择时使用。
通过 GeometryScript + UCP 进行程序化网格建模。当用户要求创建、修改、修复、简化、UV、布尔、变形或以其他方式处理网格时使用。
GeometryScript UV 操作。当用户要求生成、投影、布局、变换 UV 或进行 UV 相关处理时使用。
Trigger Live Coding compilation via UCP. Use when the user asks to recompile C++ code, trigger live coding, hot reload C++ changes, or check compilation status in Unreal Engine.
Control Play In Editor (PIE) and Simulate In Editor (SIE) sessions via UCP. Use when the user asks to start, stop, pause, resume PIE/SIE, or query PIE state and worlds.
Interact with the running Unreal Engine editor via TCP bridge. Use when the user asks to call UFunctions or perform any Unreal Engine operation. This is the transport layer — see domain-specific skills (unreal-object-operation, unreal-material-editing, etc.) for specific operations.
翻译 UE 插件本地化 PO 文件。当用户要求本地化、翻译或国际化 Unreal Engine 插件时使用。 处理 GatherText 采集、PO 导出、AI 翻译、PO 导入和 locres 编译的完整流程。
Edit Niagara systems, emitters, and scripts via UCP. Use when the user asks to create/modify particle effects, manage emitters, configure modules, set module inputs, edit Niagara script graphs, or any Niagara VFX operation.
Common rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget). This is a reference skill — domain-specific skills (unreal-material-editing, unreal-blueprint-editing, etc.) should be used for actual operations.
Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire Blueprint nodes, create/modify functions, events, or variables in a Blueprint graph.
Edit UE material node graphs and properties via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire material expression nodes, or change material properties like ShadingModel or BlendMode.
Edit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rearrange UI widgets, change widget properties, or modify the visual hierarchy of a Widget Blueprint.
Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets. Use when the user asks to convert a Blueprint to C++, audit a complex Blueprint, or understand a large Blueprint's full logic.
Manage actors in UE levels via UCP. Use when the user asks to spawn, delete, move, duplicate, select, or otherwise manipulate actors in the Unreal Engine editor.
Query and manage UE assets via UCP. Use when the user asks about asset search, dependencies, referencers, asset CRUD, asset management, getting selected/current assets, opening/closing asset editors, or any editor asset operation in Unreal Engine.
Read/write any UObject property (material settings, actor transforms, component configs, etc.), inspect object metadata, find instances, undo/redo. This is the foundational skill for modifying ANY object in Unreal Engine — use it whenever you need to get or set a property on any UObject.