com um clique
cortex-level
Use when placing, organizing, or reviewing actors in a level
Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.
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Use when placing, organizing, or reviewing actors in a level
Instalar com Codex ou Claude Copie este prompt, cole no Codex, Claude ou outro assistente e deixe que ele revise a página da skill e instale para você.
Baseado na classificação ocupacional SOC
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 generating QA baselines, running scenario-driven gameplay QA, or starting an interactive QA session
| name | cortex-level |
| description | Use when placing, organizing, or reviewing actors in a level |
Places, organizes, modifies, and reviews level content using the Level Designer agent.
| Request | Mode | Agent turns |
|---|---|---|
| "Place", "Add", "Spawn", "Build", "Move", "Delete", "Organize", "Adjust lighting", multi-actor layout, scene construction | Create/Modify | 25 |
| "Review", "Audit", "Check", "Analyse", "What actors", "List", spatial/organization questions | Review/Analyze | 15 |
| Ambiguous | Default to Review | 15 |
Use the Task tool with subagent_type: "cortex-toolkit:level-designer" and max_turns: 25 to delegate the work.
Structure the prompt using the 3-phase directive:
Make the following level changes using the 3-phase methodology:
**Request:** [user's request verbatim]
**Prefetched state:** [embed the main-thread `prefetched_state` block here before launching]
MANDATORY WORKFLOW:
0. VERIFY: call `get_info` to confirm MCP connectivity. If it fails, invoke `cortex-editor`.
1. Use `prefetched_state` first. Do not re-fetch the same baseline unless required for the next step.
2. Read `.cortex/domains/level.md` for level conventions
3. PLAN: call `get_info`, then `list_actors` or `find_actors` to understand current state.
Design the complete `operations[]` array before touching anything.
4. Issue independent discovery reads in parallel.
5. BATCH: call `level_compose` once with the full spec.
- Use `stop_on_error: true` if any op references `$ops[...]` from another op in the batch
- Use `stop_on_error: false` for independent bulk modifications
- Pass `expected_fingerprint` on each mutation guarded by `prefetched_state`
6. VERIFY: check `completed_steps == total_steps`.
If false, diff `spawned_actors` against plan, call `find_actors` if needed,
then construct a MINIMAL fix batch for the gap only.
Maximum one retry batch. If retry fails, stop and report.
TOOL SELECTION RULE:
- level_compose: 2+ spawns OR 3+ existing actor modifications OR any spawn+configure chain
- Individual tools: 1-2 existing actors with a single change (quick corrections only)
PROHIBITED: Do NOT skip the Plan phase for multi-actor work. Do NOT call get_actor
for each spawned actor to verify — check completed_steps first.
The Level Designer agent will:
.cortex/domains/level.mdoperations[] speclevel_compose onceThe agent returns from level_compose:
success: true/falseactor_count + spawned_actors: actors created or duplicatedcompleted_steps / total_steps: batch progressfailed_steps[]: per-failure with op_id, command, error_code, errorUse the Task tool with subagent_type: "cortex-toolkit:level-designer" and max_turns: 15 to delegate the review.
Pass context about what to review:
Review the current level and provide a report:
**Prefetched state:** [embed the main-thread `prefetched_state` block here before launching]
1. Use `prefetched_state` first; only fetch missing data
2. Use `get_info` for level overview (name, actor count, world type, sublevels, is_world_partition)
3. Use `list_actors` to enumerate actors (paginate if needed)
4. Run independent reads in parallel where possible
5. Use `get_bounds` to understand spatial layout
6. Check folder organization — are actors organized logically?
7. Check for common issues:
- Actors without folders
- Duplicate labels
- Actors at origin that shouldn't be
- Unloaded sublevels
- Missing data layer assignments (if World Partition)
8. Summarize findings with recommendations
The Level Designer agent will:
The agent returns:
If the agent's response includes a Status line:
If the agent's response has no Status line (e.g., turn limit reached mid-response), treat as partial — summarize whatever the agent produced and note the work may be incomplete.