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db-lyon/ue-mcp

SkillsMP 已收集 db-lyon/ue-mcp 中的 6 个 Skill。打开任一 Skill 可查看来源和详情。

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已展示 6 / 6 个已收集 Skill。

职业分类
未分类
描述

Use when driving Unreal Engine editor via the ue-mcp MCP server. Covers the required order of operations (status check first), editor lifecycle, project scoping, and what to do when the bridge says "still initializing". Pulls in automatically any time the…

原文语言:英语

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职业分类
未分类
描述

Use when creating, modifying, retargeting, rigging, constraining, or validating skeletal animation through UE-MCP. Covers native UE 5.8 IK Rig and Retargeter authoring, the Control Rig begin/read/apply/bake loop, generic contact locks, per-rig anatomical and…

原文语言:英语

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职业分类
未分类
描述

Use when authoring or modifying Unreal Blueprint assets through ue-mcp. Covers the read-then-write discipline, node/pin wiring, component (SCS) hierarchy, variables, interfaces, compilation, and the difference between pin defaults and linked inputs. Pulls in…

原文语言:英语

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职业分类
软件开发工程师
描述

Use when deciding between ue-mcp's native category actions and Epic's wrapped ToolsetRegistry tools (the `epic_*` actions, incl. the Blueprint graph DSL) for a task in Unreal. Pulls in when authoring Blueprint graph bodies, or any time both a native action…

原文语言:英语

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职业分类
软件开发工程师
描述

Use when writing or modifying native C++ UCLASSes in an Unreal project via ue-mcp. Covers create_cpp_class → write_cpp_file → live_coding_compile loop, when to use build vs Live Coding, and the add_module_dependency workflow. Pulls in any time the user asks…

原文语言:英语

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职业分类
软件开发工程师
描述

Use when authoring Niagara VFX systems via ue-mcp - creating systems and emitters, adding renderers, setting module inputs and static switches, building HLSL modules, and batching operations. Pulls in any time the user asks for a particle system, VFX, Niagara…

原文语言:英语

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已展示 6 / 6 个已收集 Skill。