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kevinpbuckley
GitHub 제작자 프로필

kevinpbuckley

2개 GitHub 저장소에서 수집된 99개 skills를 저장소 단위로 보여줍니다.

수집된 skills
99
저장소
2
업데이트
2026년 8월 25일
저장소 탐색

저장소와 대표 skills

actors-and-components
소프트웨어 개발자

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…

2026년 8월 4일
ai-and-navigation
소프트웨어 개발자

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,…

2026년 8월 4일
animation-system
소프트웨어 개발자

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…

2026년 8월 4일
asset-management
소프트웨어 개발자

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…

2026년 8월 4일
audio-and-metasounds
소프트웨어 개발자

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…

2026년 8월 4일
automation-and-testing
소프트웨어 품질 보증 분석가·테스터

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),…

2026년 8월 4일
blueprint-cpp-integration
소프트웨어 개발자

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

2026년 8월 4일
blueprint-fundamentals
소프트웨어 개발자

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,…

2026년 8월 4일
수집된 skill 61개 중 8개를 표시합니다.
bulk-maintenance
미분류

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.

2026년 8월 25일
pie-testing
미분류

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…

2026년 8월 25일
gas
미분류

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…

2026년 8월 24일
gameplay-tags
미분류

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).

2026년 8월 24일
vibeue
미분류

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…

2026년 8월 23일
asset-management
미분류

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…

2026년 8월 21일
blueprint-graphs
소프트웨어 개발자

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),…

2026년 8월 21일
enhanced-input
미분류

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…

2026년 8월 21일
수집된 skill 38개 중 8개를 표시합니다.
저장소 2개 중 2개 표시
모든 저장소를 표시했습니다