用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/getsentry/sentry-unreal --skill ue-build命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
基于 SOC 职业分类
正在显示 SKILL.md
| name | ue-build |
| description | Build the SentryPlayground sample project for a target platform |
Build the SentryPlayground sample project.
Check the UNREAL_ENGINE_ROOT environment variable (use PowerShell .NET method on Windows: [System.Environment]::GetEnvironmentVariable('UNREAL_ENGINE_ROOT')). If unset or the path doesn't exist, ask the user for the engine path.
Choose the build mode from conversation context:
/ue-unit-test. Invokes UnrealBuildTool directly and is much faster than a full package./ue-integration-test, or if they mention packaging/cooking/distribution).Determine the target platform from conversation context using this lookup table. If no platform is mentioned, default to the host platform (Win64 on Windows, Mac on macOS, Linux on Linux). If ambiguous, ask the user.
| Alias | Platform flag |
|---|---|
| Win64, Windows | Win64 |
| Mac, macOS | Mac |
| Android | Android |
| iOS | IOS |
| Linux | Linux |
| LinuxArm64 | LinuxArm64 |
| XSX, Xbox Series | XSX |
| XB1, Xbox One | XB1 |
| PS5, PlayStation | PS5 |
| Switch, NX | Switch |
Determine the build configuration: use Development by default, or Shipping if the user mentions it.
Resolve the repo root and invoke UnrealBuildTool with the editor target for the host platform:
REPO=$(git rev-parse --show-toplevel)
# Windows
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/Build.bat" SentryPlaygroundEditor Win64 Development \
-project="$REPO/sample/SentryPlayground.uproject" -waitmutex
# macOS
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/Mac/Build.sh" SentryPlaygroundEditor Mac Development \
-project="$REPO/sample/SentryPlayground.uproject" -waitmutex
# Linux
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/Linux/Build.sh" SentryPlaygroundEditor Linux Development \
-project="$REPO/sample/SentryPlayground.uproject" -waitmutex
To compile-check a non-host or non-editor platform (e.g. Android, iOS, consoles), build the game target instead, substituting the platform and configuration: SentryPlayground <Platform> <Config>.
Resolve the repo root and run the BuildCookRun command:
REPO=$(git rev-parse --show-toplevel)
# Windows
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/RunUAT.bat" BuildCookRun \
-project="$REPO/sample/SentryPlayground.uproject" \
-archivedirectory="$REPO/sample/dist" \
-platform=Win64 -clientconfig=Development \
-build -cook -stage -package -archive -nop4
# macOS
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/RunUAT.sh" BuildCookRun \
-project="$REPO/sample/SentryPlayground.uproject" \
-archivedirectory="$REPO/sample/dist" \
-platform=Mac -clientconfig=Development \
-build -cook -stage -package -archive -nop4
# Linux
"$UNREAL_ENGINE_ROOT/Engine/Build/BatchFiles/RunUAT.sh" BuildCookRun \
-project="$REPO/sample/SentryPlayground.uproject" \
-archivedirectory="$REPO/sample/dist" \
-platform=Linux -clientconfig=Development \
-build -cook -stage -package -archive -nop4
Substitute the platform and config values as determined above.
For Android Shipping builds, add the -distribution flag.
$UNREAL_ENGINE_ROOT/Engine/Programs/UnrealBuildTool/Log.txt$UNREAL_ENGINE_ROOT/Engine/Programs/AutomationTool/Saved/Logs/