一键导入
Orion_FreeEdition
Orion_FreeEdition 收录了来自 OrionUE 的 59 个 skills,并提供仓库级职业覆盖和站内 skill 详情页。
这个仓库中的 skills
Use when bulk-formatting or mechanically rewriting Windows text/code files in this repo with PowerShell, especially to preserve CRLF line endings, normalize Tab indentation, avoid LF-only output, protect copyright header blocks, and validate touched Unreal plugin/source files after formatting.
Use before creating, renaming, moving, importing, converting, validating, batch-editing, saving, or organizing Unreal Engine assets and Blueprint assets, including Materials, Material Instances, Physical Materials, Python phys_material edits, Blueprint classes, Blueprint Components, Blueprint Function Libraries, Blueprint Interfaces, Widget Blueprints, Animation Blueprints, Gameplay Ability assets, audio assets, cinematics, localization, movie files, Bink/Media assets, Splash startup images under Content/Splash, ProjectAcoustic or ProjectAcoustics content, system assets, UI assets, and GameFeatures plugin Content folders. Enforces Allar-style asset prefixes, Blueprint naming rules, folder naming rules, project Content taxonomy, save verification, and GameFeatures content layout.
Use when Codex works on Unreal Engine audio in this framework: Content/Audio assets, Content/Acoustics, SoundClass, SoundConcurrency, SoundSubmix, SoundControlBus, ControlBusMix, AudioModulation, AudioMixer, MetaSound, ProjectAcoustics, SteamAudio, OrionVoiceChat, voice chat, microphone input, audio output device switching, CoreAudioSettings, GameSettingRegistry_Audio, UAudioMixEffectsSubsystem, spatialization, reverb, occlusion, HDR/LDR audio, or DefaultEngine/DefaultGame audio configuration.
Use when working on the project-local OrionAudioSystem plugin, audio generation components, Blueprint audio playback APIs, runtime attenuation updates, USoundBase/USoundAttenuation playback, multiplayer replicated one-shot audio, Blueprint component visibility/loading issues, or VerifyImport failures for /Script/OrionAudioSystem in Plugins/Audio/OrionAudioSystem. Use for requests mentioning OrionAudioSystem, UOrionAudioGenerationComponent, UOrionFireAndForgetAudioGenerationComponent, 音频生成组件, 世界位置播放音频, 实时衰减, 多人都能听到声音, 组件消失, or 蓝图重新加载后才显示.
Use when implementing, modifying, debugging, packaging, or validating the OrionBrowser plugin, CEF browser kernel integration, OrionCEF3 third-party artifacts, OrionBrowserHelper subprocess, UOrionBrowserWidget, UGameUIWebBrowser, HTML popup browser content, browser cursor policy, mouse cursor hand/grab issues, H.264/AAC video playback, or browser runtime staging for Win64/Steam.
Use when editing, creating, refactoring, formatting, especially Unreal C++ .h .cpp, ModuleRules .Build.cs, TargetRules .Target.cs, comments, includes, lambdas, naming, copyright headers, custom copyright header config, author/date header fields, CRLF, and Tab indentation.
Use before Codex writes, modifies, fixes, refactors, reviews, designs, or changes Unreal or Orion gameplay code, Blueprint-facing APIs, plugins, assets, configuration, systems, or features. This Skill requires senior game-architecture analysis before any implementation or edit: translate the user request into use cases, modules/plugins, domain abstractions, architecture patterns, extension points, data/assets, communication, authority, validation, and project layers. Use for broad requests such as write code, change code, fix code, refactor code, add a feature, build a system, implement gameplay, design/refactor architecture, 写代码, 改代码, 修代码, 重构代码, 写功能, 加系统, 做玩法, 改架构, 架构分析, 解耦, 扩展, 抽象, or 蓝图逻辑.
Use when a user describes how an Orion or Unreal Engine game framework module, plugin, subsystem, UI layer, gameplay feature, or tool should be used and Codex must inspect local project plus engine source, extract portable implementation guidance, and create or update repo-local Skills under .agents/skills without project names, absolute paths, or machine-specific assumptions. Also use when consolidating repo-local Skills, choosing whether to merge a narrow Skill into an existing Skill, or enforcing Skill naming rules such as unreal-* for Unreal source/API guidance and orion-* for Orion framework guidance.
Use when Codex works on the Unreal Engine GameSettings plugin and this framework's player/world settings: GameSettings plugin classes, UGameSettingRegistry, UGameSettingScreen, UGameSettingVisualData, UOrionGameSettingRegistry, UOrionGameWorldSettingRegistry, UOrionSettingsLocal, UOrionSettingsShared, GameSettingRegistry_*.cpp, settings UI in GameUI, GameUserSettingsClassName, platform GameUserSettings.ini defaults, settings save/apply/cancel, audio/video/input/language/subtitle/gamepad settings, key remapping settings, or adding a new configurable option.
Use when Codex works on Unreal Engine GameFeatures, Experience-driven gameplay, modular gameplay feature plugins, or creating a new gameplay GameFeature plugin: UGameFeaturesSubsystem, UGameFeatureData, UGameFeatureAction, GameFeature plugin state machines, CoreExperienceDefinition, CoreExperienceActionSet, Experience loading flow, GameFeaturesToEnable, gameplay plugin templates, feature-scoped business code placement, project policies, state change observers, plugin URL protocols, built-in GameFeature actions, modular components, feature-delivered input mappings, input configs, widgets, abilities, gameplay cues, editor templates, validation, cooking, or asset-manager integration.
Use when designing, implementing, extending, validating, or debugging Orion GameUI runtime systems: Source/GameUI, CommonUI layer stacks, UGameUIManagerSubsystem, UGameUIPolicy, UPrimaryGameLayout, UUI_ActivatableWidget, UGameHUDLayout, UIExtension, GameFeature Add Widgets, UI messages, dialogs, popup queues, reward or ad or news or HTML popups, UI theme, CommonInput action domains, online/settings/loading-screen UI integration, and OrionBrowser HTML/CSS embedding.
Use when Codex works on Unreal Engine CommonLoadingScreen in this framework: startup PreLoadScreen, runtime loading screen, ULoadingScreenManager, UOrionLoadingScreenManager, LoadingProcessInterface, LoadingProcessTask, LoadingPercentInterface, transition level loading progress, loading widget, shader compile loading UI, loading screen audio mix, CommonLoadingScreenSettings, or loading screen stuck/debug flows.
Use when Codex works on Unreal Engine localization in this framework: UI FText, LOCTEXT, NSLOCTEXT, INVTEXT, FText::Format, FText::FromString, FText::AsNumber, FText::AsCurrency, FText::AsPercent, FText::AsDateTime, FText::AsMemory, FText::Join, trimming FText, culture switching, FInternationalization, FTextLocalizationManager, KismetInternationalizationLibrary, Content/Localization, Config/Localization, Localization Dashboard, GatherText commandlet, OrionProjectToolsets.OrionLocalizationToolset, MCP localization operations, Game_Gather.ini, *_Gather.ini, *_Export.ini, *_Import.ini, *_Compile.ini, .manifest, .archive, .po, .locres, .locmeta, localization reports, CulturesToStage, LocalizationPaths, EngineOverrides, UI text, RichText, CommonUI text, packaged localization, adding a supported language, or automating gather/export/import/compile/report through MCP.
Use when UE 5.8 official MCP is connected and Codex needs the slimmed project-specific OrionProjectToolsets beyond official AssetTools/ObjectTools/BlueprintTools: Experience and ActionSet editing, PawnData, AbilitySet, InputAction/InputConfig/IMC automation, GameFeature Action entries, themed UMG helpers, MetaSound asset/node automation, Localization Dashboard and localization commandlet automation, and deciding whether project MCP helpers should be kept or replaced.
Use when working with Unreal Engine 5.8 official MCP in this project: connect to http://127.0.0.1:18765/mcp, handle JSON-RPC/SSE sessions, load ToolsetRegistry toolsets, call AICallable tools, use official AssetTools/ObjectTools/BlueprintTools/UMGToolSet/SlateInspector toolsets, validate Blueprint node editing, and distinguish UE 5.8 MCP from old 5.6 backport or call_tool workflows.
Use when Codex works on Unreal Engine online, Steam, OnlineSubsystem, sessions, lobbies, invites, friends, Steam SDK Blueprint APIs, Steam sockets, Steam Web API, UOrionGameSessionComponent, BP_SessionComponent, Content/System/Session, GameUI Online screens, CommonSessionSubsystem, SteamDevAppId, SteamAppId, Config/Custom/Steam/DefaultEngine.ini Steam blocks, or Steam-specific Client/Server/Game target behavior in this reusable framework.
Use when packaging or validating a Windows Steam build for an Unreal Engine project with Legacy Project Launcher custom profiles for Shipping, Debug, and Development, including Steam CustomConfig packaging from Config/Custom/Steam/DefaultEngine.ini, timestamped parent-folder package output paths, pre-package TextureGroup audit prompts, DeviceProfile TextureLODGroups max texture size prompts, PSO shader cache collection prompts, 打包并收集着色器, packaged runtime startup crashes, missing plugin Content/default assets, packaged localization staging, CulturesToStage, .locres files, Content/Localization targets, packaged movie staging, Content/Movies files, bSkipMovies, UFSMovies, NonUFSMovies, Bink .bk2 files, stale UnrealEditor.modules BuildId after engine switching or source engine rebuilds causing plugin/game modules to be reported missing during Cook, and startup/loading movie validation.
Use when Codex works on Unreal Engine ProjectAcoustics or Project Acoustics plugin code, full spatial-audio baking workflow, requests like start/calculate/process/generate spatial audio or baked acoustics, scene parsing for acoustic geometry, AcousticProxy bake maps, SourceDataOverride, spatial reverb, virtual speakers, AcousticsAudioPluginListener, ProjectAcousticsNative, ProjectAcousticsSpatializer, MetaSound ProjectAcoustics parameters, or crashes involving OnListenerUpdated, AActor::SetActorLocation, audio thread listener updates, EXCEPTION_ACCESS_VIOLATION, SteamAudio plus ProjectAcoustics integration.
Use when packaging, collecting, converting, validating, or troubleshooting Unreal Engine 5.8 PSO shader caches in this Orion project workflow: PSO Precaching, bundled PSO caches, ShaderPipelineCache, PSOPrecache, CollectedPSOs, PipelineCaches, ShaderStableInfo .shk files, .rec.upipelinecache recordings, .spc generation, incremental PSO collection, specified-map PSO collection, -logPSO, -clearPSODriverCache, all-map/all-quality PSO roaming, startup shader compilation UI, abnormal-exit or desktop-switch relaunch causing apparent full startup PSO recompilation, or user requests such as 打包并收集着色器, 收集PSO, 增量收集PSO, 指定地图收集PSO, 收集着色器, PSO打包, 预编译着色器, 清除PSO缓存, 崩溃后重新编译全部着色器.
Use when creating, updating, saving, or validating Unreal Blueprint/DataAsset/Widget Blueprint assets through UnrealEditor-Cmd Python, especially when UE MCP or UMGToolSet is unavailable, returns HTTP 502, lacks a needed asset tool, or when command-line asset automation must handle generated_class, Blueprint compile, CDO property defaults, SavePackage logs, CRLF helper scripts, and /Game asset path validation.
Use when Codex works on Unreal Engine rendering in this framework: RendererSettings, DefaultScalability, platform Engine.ini rendering overrides, DLSS, NIS, Streamline, DLSS Frame Generation, Reflex, ray tracing, RTX, Lumen, Nanite, virtual shadow maps, distance fields, FrontLayerTranslucency, RenderGraph ensures, anti-aliasing, screen percentage, device profiles, video settings registry, PSO precaching, bundled PSO caches, ShaderPipelineCache, CollectedPSOs, PipelineCaches, startup shader compilation UI, or render benchmark flow.
Use when Codex works on the Steam Audio Unreal plugin in this framework: SteamAudio, Steam Audio, phonon, HRTF, binaural spatialization, Steam Audio Spatialization, Steam Audio Reverb, Steam Audio Occlusion, USteamAudioSettings, SteamAudioSourceComponent, SteamAudioListenerComponent, SteamAudioGeometryComponent, SteamAudioDynamicObjectComponent, SteamAudioProbeVolume, baked reflections, baked reverb, pathing, Radeon Rays, TrueAudio Next, OpenCL, SteamAudio.GPUAudioAcceleration, or SteamAudio plus ProjectAcoustics platform audio configuration.
Use when creating, editing, validating, or debugging Unreal GameUI, CommonUI, UMG, Widget Blueprints, HUD layouts, UIExtension slots, CommonGame UI layers, UI C++ base classes, UUI_ActivatableWidget, UGameHUDLayout, buttons, tabs, list entries, UI messages/dialogs, themed widgets, loading screen widgets, project Splash startup images, editor/game splash PNG/BMP assets, GameFeature Add Widgets actions, and MCP UMGToolSet or OrionProjectToolsets Widget Blueprint automation.
Use when converting, cropping, resizing, replacing, importing, or exporting source images into Unreal project Splash startup PNG/BMP/UAsset files, especially JPG/JPEG/WebP/TGA source images, fixed 720x370 outputs, Content/Splash Splash.png/Splash.bmp/EdSplash.png/EdSplash.bmp files, stale Splash uasset deletion, UE import/save of Splash and EdSplash Texture2D assets with Texture Group UI, or repeated image format conversion workflows that should avoid stretching and accidental asset overwrites.
Use when repairing Unreal Engine Blueprint or UMG assets after migration between projects or engine versions, especially CompileAllBlueprints failures, Widget Blueprint compile failures, missing macro graphs, orphaned pins, missing functions, missing variables, missing structs, broken casts, wildcard pins, stale UMG widget variable GUIDs, CoreRedirect issues, GameMode default class loss, or runtime startup crashes that remain after Blueprint compile cleanup.
Use when working with Unreal Engine source Installed Builds, BuildGraph InstalledEngineBuild.xml, minimal editor-only installed build, Rider/Visual Studio repeatedly compiling thousands of Engine/Editor actions, EngineAssociation registry aliases, UnrealVersionSelector, BuildGraph DDC/XGE/pdbcopy/disk-space failures, or validating that IDE project files point to an Installed Build instead of a source engine root.
Use when working with Unreal Engine MetaSound/MetaSounds: MetaSound Source or Patch assets, Content/Audio/MetaSounds assets, MetaSound graph nodes, UMetaSoundBuilderSubsystem, UMetaSoundEditorSubsystem, MetaSound interfaces, ProjectAcoustics MetaSound parameters, or MCP automation for MetaSound creation and graph editing.
Lookup Unreal Engine rendering console variables and commands, currently backed by a UE 5.8 source-derived inventory. Use for renderer CVars, console commands, RendererSettings, DefaultScalability, platform rendering flags, runtime-editable flags, startup-only flags, and feature areas such as Lumen, Nanite, shadows, ray tracing, post processing, GI, materials, RHI, TSR, VR, water, and debug visualization.
Use when Codex must write, modify, review, or explain Unreal Engine C++/plugin/editor/gameplay code and needs to learn actual local APIs before acting: source indexes, class hierarchy, module/plugin ownership, Build.cs, uplugin descriptors, dependencies, includes, UHT reflection, properties, functions, delegates, call sites, validation commands, system layer, AssetManager, CoreGameData, GameInstance, WorldSubsystem, GameplayTags, input, InputCore, CommonUI, CommonInput, EnhancedInput, GameFeatures, Experience, network replication, RPC, NetDriver, ReplicationGraph, GAS, UMG, Slate, Localization, GameplayMessageRouter, OnlineSubsystem, Editor tools, and cross-platform source navigation.
Use when working on Unreal Engine texture and image asset optimization: 贴图太大, 纹理太大, 包体积大, packaged build size, Texture2D, TextureCube, UDIM, virtual texture, runtime virtual texture, streaming virtual texture, Texture Streaming Pool over budget, r.Streaming.PoolSize, r.Streaming.MipBias, sg.TextureQuality, TextureQuality, TextureLODGroups, LODGroup, LODBias, MaxTextureSize, mipmaps, compression settings, Oodle/BC formats, sRGB, channel packing, Size Map, Asset Audit, Reference Viewer, cooked texture size, texture streaming build data, or texture-related stutter.
Use when creating, reviewing, or modifying Unreal Engine plugins that wrap third-party SDKs or native libraries: ModuleType.External, Source/ThirdParty External module declarations, plugin-root ThirdParty artifacts, Build.cs include/lib/runtime dependency setup, RuntimeDependencies staging, DLL/so/dylib loading, symbols, licenses, platform folders, Fab/binary distribution, or packaging failures caused by missing third-party files.
Use when Unreal Engine Visual Studio project file generation fails or appears ineffective after engine upgrade, EngineAssociation changes, Generate Visual Studio project files, UnrealVersionSelector, UnrealBuildTool -ProjectFiles, .sln/.slnx stale engine paths, Rider or MSBuild reports MSB4019 for Microsoft.Cpp.Default.props / VCTargetsPath, VS/UBT unexpectedly compiles thousands of engine actions after no code changes, .uproject/.uplugin JSON encoding errors, UBT Log_GPF.txt diagnostics, UE 5.8 target upgrade prompts, or editor launch is blocked after generated project files.
Use when replacing, generating, validating, or routing Unreal Engine project Build folder application icons and logos from a source image, including Build/Windows/Application.ico, Build/Mac/Application.icns, Build/Linux/Application.png, Android res/drawable icon.png, icon_bg.png, adaptive icon XML, app icon, launcher icon, platform logo, and package icon resources.
Use when Codex works on Unreal Engine characters, pawns, PawnData, PawnExtension, PawnControl, HeroComponent, AOrionCharacter, BP_CharacterBase, character Blueprint creation, player controller component mounting, player spawning, CharacterSpawnerManager, team-based CharacterSpawner placement, PlayerSpawningManagerComponent, DefaultPawnData, PawnClass, AbilitySets, InputConfig, TagRelationshipMapping, or Experience-driven pawn/character setup.
Use when working on Unreal Engine editor extensions in this framework: Editor modules, custom UUnrealEdEngine subclasses, FEditorDelegates PIE hooks, CommonEditorExtension, ToolMenus toolbar buttons, Common Maps, DataValidation validators, GameplayCue editor delegates, editor-only Build.cs dependencies, DefaultEditor.ini, DefaultEditorKeyBindings.ini, DefaultEditorPerProjectUserSettings.ini, Content Browser defaults, MCP editor settings, and editor config routing.
Use when upgrading Unreal Engine, changing installed/source engine versions, retesting known UE-version regressions, asking whether previous engine bugs are fixed, checking if PSO or packaging workarounds can be removed, or maintaining a todo list for future engine-update verification. Covers UE 5.8 PSO .spc BuildPSOSC crashes, stable pipeline cache fallback, packaged Cook MCP HttpListener port conflicts, and related packaging/PSO regression checks.
Use before writing, modifying, reviewing, or generating Unreal gameplay framework code that touches GameCore-derived systems: GameCore, OrionGame inheritance, Experience loading, CoreExperienceManagerComponent, CoreGameMode, CoreGameState, CorePlayerState, CorePlayerController, CoreCharacter, CorePawnData, PawnExtension, PawnControl, CoreAbilitySystemComponent, CoreGameplayAbility, CoreAbilitySet, GameFeatureAction_AddAbilities, GameFeatureAction_AddWidgets, GameFeature input actions, CoreAssetManager, CoreSessionComponent, GamePhaseSubsystem, CoreVerbMessage, GameplayMessageRouter, TeamSubsystem, TeamInfo, GenericTeamAgent team attitude, and the rule that GameCore is a protected base layer not edited unless explicitly allowed.
Use when Codex works on Unreal Engine GameMode and Experience-driven gameplay in this framework: GameMode should not hold gameplay business logic, UCoreExperienceDefinition, host-game ExperienceDefinition subclasses, WorldSettings DefaultGameplayExperience, Experience PrimaryAssetId selection, ExperienceManagerComponent load flow, PlayerAccountClass, DefaultPawnData, ActionSets, GameFeaturesToEnable, PawnData, AbilitySet, InputAction/InputTag relationships, creating Experience assets, assigning Experience to maps, or configuring level gameplay through Experience.
Use when Codex works on Unreal Engine GameplayMessageRouter or tag-based gameplay messaging in this framework: UGameplayMessageSubsystem, GameplayMessageRuntime, BroadcastMessage, RegisterListener, FGameplayMessageListenerHandle, EGameplayMessageMatch, UAsyncAction_ListenForGameplayMessage, FGameplayVerbMessage, FCoreVerbMessage, FGameplayNotificationMessage, message channels with GameplayTags, ability failure messages, damage/elimination notifications, UI toast feeds, GameFeature decoupled communication, or deciding whether to use messages instead of delegates.
Use when Codex works on the reusable Unreal Engine input framework: CommonInputSystem, UInputSystemConfig, UInputSystemComponent, InputTag, InputAction, InputMappingContext, PawnData InputConfig, CorePawnControlComponent, OrionPawnControlComponent, GameFeatureAction_AddInputContextMapping, GameFeatureAction_AddInputBinding, player key remapping, GameSettingRegistry_MouseAndKeyboard, GameSettingRegistry_Gamepad, CommonInput controller glyphs, EnhancedInput user settings, gamepad or mouse keyboard settings, and Steam gamepad troubleshooting.