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quodsoler/unreal-engine-skills

SkillsMP 已收集 quodsoler/unreal-engine-skills 中的 27 个 Skill。打开任一 Skill 可查看来源和详情。

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这个仓库中的 skills

已展示 27 / 27 个已收集 Skill。

职业分类
软件开发工程师
描述

Use this skill when working with Actor and component design in Unreal Engine. Triggers on: Actor, component, BeginPlay, Tick, SpawnActor, lifecycle, CreateDefaultSubobject, composition, EndPlay, PostInitializeComponents, UActorComponent, USceneComponent,…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when implementing AI, AIController, behavior tree, blackboard, AI perception, NavMesh, EQS, navigation, pathfinding, State Tree, or Smart Objects in Unreal Engine. See references/behavior-tree-patterns.md for BT patterns and…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with Unreal Engine animation: AnimInstance, montage playback, blend space, state machine, anim notify, IK, AnimGraph, skeletal mesh, or linked anim graphs. See references/anim-notify-reference.md for notify patterns and…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with Unreal Engine async operations, threading, parallel execution, or concurrency. Also use when the user mentions 'FRunnable', 'FAsyncTask', 'TaskGraph', 'UE::Tasks', 'ParallelFor', 'TFuture', 'TPromise', 'Async()', 'thread…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with audio, sound, music, UAudioComponent, PlaySoundAtLocation, SoundCue, MetaSound, attenuation, submix, concurrency, SFX, or spatial audio in Unreal Engine. See references/audio-setup-patterns.md for music system and ambient…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with character movement, CharacterMovementComponent, CMC, movement modes, walking, falling, swimming, flying, custom movement, network prediction, FSavedMove, root motion, floor detection, step-up, or character physics. Also use…

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 Unreal Engine C++ code involving UPROPERTY, UFUNCTION, UCLASS, TArray, TMap, delegates, FString, garbage collection, or smart pointers. Also use when the user asks about "UE C++", USTRUCT, UENUM, FName, FText, TObjectPtr, TWeakObjectPtr,…

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 working with DataAsset, DataTable, soft reference, hard reference, TSoftObjectPtr, async loading, Asset Manager, StreamableManager, or game data structures in Unreal Engine. See references/asset-loading-patterns.md for async loading and…

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 extending the Unreal Editor with editor tool, editor utility widget, Blutility, detail customization, property customization, editor mode, asset editor, editor subsystem, editor extension, UToolMenus, or scripted asset operations. For Slate…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with Game Feature plugins, modular gameplay, GameFeatureAction, GameFeatureData, GameFrameworkComponentManager, init state system, experience system, modular components, UPawnComponent, UControllerComponent, UGameStateComponent,…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with GAS, Gameplay Ability System, GameplayAbility, GameplayEffect, AttributeSet, GameplayTags, ability system, buffs, debuffs, cooldowns, or attribute modification. See references/ for detailed setup patterns, effect…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with Unreal Engine's gameplay framework classes: GameMode, GameState, PlayerController, PlayerState, Pawn, Character, or GameInstance. Also use when the user mentions 'gameplay framework', 'game rules', 'player management', 'match…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when implementing player input with Unreal Engine's Enhanced Input system. Also use when the user mentions 'Enhanced Input', 'input', 'input action', 'InputAction', 'mapping context', 'InputMappingContext', 'input binding', 'key binding',…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with Mass Entity, MassEntity, Mass AI, MassProcessor, MassFragment, MassTag, MassObserver, MassSpawner, MassCrowd, Mass ECS, entity archetype, ForEachEntityChunk, FMassEntityQuery, FMassEntityManager, ISM crowd, or large-scale…

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 the user is working with material, shader, MID, dynamic material, material instance, post-process, render target, parameter collection, decal, Nanite, Lumen, or rendering in Unreal Engine. See references/material-parameter-reference.md for parameter…

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 working with Build.cs, Target.cs, module creation, plugin setup, or build errors in Unreal Engine — including "unresolved external symbol," "cannot open include file," IWYU violations, missing API macros, or dependency configuration. See also…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working on multiplayer networking, replication, RPC calls, net role logic, server/client authority, prediction, or synchronizing game state. Also use when the user mentions 'DOREPLIFETIME', 'dedicated server', 'replicated', or 'net role'.…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with Niagara particle systems, VFX, effects, emitter, Niagara component, or Niagara parameter in Unreal Engine C++. Covers spawning systems, setting parameters, data interfaces (SkeletalMesh, StaticMesh, Curve, Array),…

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 implementing collision detection, trace queries, physics simulation, or physical interactions in Unreal Engine. Triggers on: 'collision', 'trace', 'LineTrace', 'line trace', 'overlap', 'physics', 'hit result', 'sweep', 'collision channel', 'physics…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with procedural generation in Unreal Engine: PCG framework, ProceduralMesh, instanced mesh, HISM, spline, runtime mesh, noise, terrain generation, or dungeon generation. See references/pcg-node-reference.md for PCG node types and…

原文语言:英语

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职业分类
软件开发工程师
描述

When the user wants to create or update their Unreal Engine project context document. Use when the user says 'project context,' 'set up context,' 'UE context,' 'configure project,' or wants to avoid repeating their project setup across UE development tasks.…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with Sequencer, LevelSequence, cutscene, cinematic, camera, movie scene, sequencer event, or Movie Render Queue in Unreal Engine. See references/sequencer-patterns.md for dialogue cutscene, in-game camera, and scripted event…

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 implementing save/load systems, player progress persistence, or data serialization in Unreal Engine. Triggers on: save game, USaveGame, FArchive, serialization, SaveGameToSlot, config, persist data, save file, load game. See…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with State Tree, StateTree, UStateTree, state machine, StateTreeTask, StateTreeCondition, StateTreeEvaluator, StateTreeSchema, AI State Tree, Mass StateTree, FStateTreeExecutionContext, or data-driven state logic in Unreal Engine.…

原文语言:英语

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职业分类
软件质量保证分析师与测试员
描述

Use when writing automation tests, functional tests, or any test in Unreal Engine. Also use when the user asks about "UE_LOG", logging, log categories, assertion, check, ensure, verify, DrawDebug, debug draw, console command, profiling, Unreal Insights, stat…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with UMG, UI, widget, UserWidget, Slate, HUD, BindWidget, Common UI, menu, or UMG binding in Unreal Engine. See references/widget-types.md for widget type reference and references/common-ui-setup.md for Common UI plugin setup. For…

原文语言:英语

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职业分类
软件开发工程师
描述

Use this skill when working with World Partition, level streaming, level travel, OpenLevel, ServerTravel, data layer, world subsystem, level instance, sub-level, seamless travel, open world, or HLOD. See references/streaming-patterns.md for configuration…

原文语言:英语

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已展示 27 / 27 个已收集 Skill。