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kevinpbuckley
GitHub 创作者资料

kevinpbuckley

按仓库查看 2 个 GitHub 仓库中的 70 个已收集 skills,并展示近似职业覆盖。

已收集 skills
70
仓库
2
职业领域
1
更新
2026-05-27
职业覆盖
该创作者主要覆盖的职业大类。
仓库分布

Skills 分布在哪些仓库

按已收集 skill 数展示主要仓库,并显示它们在该创作者目录中的占比和职业覆盖。

仓库浏览

仓库与代表性 skills

#001
unreal-engine-skills
59 个 skills21更新于 2026-05-27
占该创作者 84%
actors-and-components
未分类

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 root component and attachment, spawning actors and creating/registering components at construction or runtime, and ticking. Use when creating an actor or component, setting up a component hierarchy, attaching components, spawning actors, registering runtime components, or debugging lifecycle/ticking/ attachment/overlap issues.

2026-05-27
ai-and-navigation
未分类

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, tests, C++ FEnvQueryRequest), AI Perception (sight/hearing/damage senses, ConfigureSense, OnTargetPerceptionUpdated), and StateTree (UStateTreeAIComponent). Use when creating enemy/NPC behavior, pathfinding/movement to targets, decision-making logic, environment queries for cover/flanking/positions, sensing the player, or replacing Behavior Trees with StateTree.

2026-05-27
animation-system
未分类

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 assets (UAnimSequence, UBlendSpace, UAnimMontage, UAnimComposite, UPoseAsset), anim notifies and notify states, montage playback and delegates, linked anim layers, Motion Matching (Pose Search plugin), and Motion Warping. Use when setting up character animation, driving locomotion blends from C++, playing montages for actions, firing gameplay events at precise animation frames (notifies), switching animation sets at runtime, or integrating the Pose Search / Motion Warping plugins.

2026-05-27
asset-management
未分类

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 loading, ConstructorHelpers::FObjectFinder, UAssetManager/primary data assets, and asset bundles. Use when choosing a reference type, fixing load hitches or cook/memory bloat from hard references, loading assets on demand (level streaming, DLC, runtime content), enumerating or filtering assets without loading, or setting up a managed primary-asset pipeline with UPrimaryDataAsset.

2026-05-27
audio-and-metasounds
未分类

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 parameters, Quartz beat-quantized playback, and the MetaSound Builder API. Use when playing SFX/music, attaching looping sounds to actors, setting up 3D spatialization, mixing/ducking audio, driving procedural audio with MetaSounds, or debugging silent sounds, voice spam, or parameter mismatches.

2026-05-27
automation-and-testing
未分类

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), functional in-level tests (AFunctionalTest), low-level tests (Catch2-based LLTs), latent/async commands, EAutomationTestFlags, FAutomationTestBase assertion API (TestTrue/TestEqual/TestNotNull/AddError), and running tests from the editor, CLI, or CI. Use when writing unit or integration tests for gameplay logic or systems, setting up headless CI test runs, verifying data/content, or catching regressions.

2026-05-27
blueprint-cpp-integration
未分类

Expose C++ classes, functions, and properties to Blueprint in Unreal Engine — UFUNCTION specifiers (BlueprintCallable, BlueprintPure, BlueprintImplementableEvent, BlueprintNativeEvent), UPROPERTY exposure (BlueprintReadWrite/ReadOnly, EditAnywhere/DefaultsOnly, ExposeOnSpawn), UCLASS specifiers (Blueprintable, BlueprintType), meta=(...) tags, Blueprint function libraries, TSubclassOf/soft references, and Blueprint-implementable interfaces. Use when deciding which specifiers to put on C++ members or functions, designing a designer-facing API, calling between C++ and Blueprint, or debugging missing nodes/properties/events in the Blueprint graph.

2026-05-27
blueprint-fundamentals
未分类

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, Construction Script, Macros, Interfaces), variables and categories, components in Blueprint, and the C++-base + Blueprint-subclass workflow. Use when reasoning about Blueprint vs C++ responsibilities, designing a class hierarchy that spans both, explaining how Blueprint logic maps onto the underlying C++/UObject model, or debugging Blueprint compilation and class-relationship issues.

2026-05-27
当前展示该仓库 Top 8 / 59 个已收集 skills。
#002
VibeUE
11 个 skills21455更新于 2026-05-26
占该创作者 16%
当前展示该仓库 Top 8 / 11 个已收集 skills。
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