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ReactiveUI-Unreal
ReactiveUI-Unreal 收录了来自 yanivkalfa 的 11 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
The runbook for supporting a NEW Unreal Engine version (5.7, 5.8, …) — run the header-diff automation, classify what changed in Slate/UMG, and walk the implementation checklist (widgets, schema, docs version manifest, CI matrix, per-engine packaging). Ported from the Unity sibling's add-unity-version process. Use whenever Epic releases an engine version the plugin should support.
The house development methodology for ReactiveUI-Unreal — the research→develop→test→bughunt→fix→commit loop, the UE gate ladder (compile → suites → boot check → demo), branch/PR model, changelog/version tables, and the laws that never bend. Use for any code change in this repo.
How the .uetkx grammar stays byte-compatible with the family (.uitkx Unity — the origin; .guitkx Godot) and how the two in-repo implementations (C++ compiler, TS language server) stay in lockstep — corpus cases, goldens, the .pending divergence protocol, and cross-repo sync. Use for ANY lexer/parser/formatter change, and at release time for the sibling drift check.
Author a .uetkx component for ReactiveUI-Unreal — file placement, declaration kinds and companion-file layout, props/hooks/events/directives/styling syntax, what the compiler generates, and the done-checklist. Use when writing or reviewing .uetkx markup. (Toolchain lands in Phase 3 — until then this is the authoring contract.)
The ReactiveUI-Unreal release runbook — draining the pending changelog, version bumps, the two-lane changelog system, packaging per engine version, the merge→fast-forward→Publish flow, and the manual Fab checklist with its compliance items. Use when preparing, staging, or publishing a release of any artifact.
The exact incantations to build and run this repo's test suites headlessly — UE's CLI is arcane and these commands are load-bearing, in this order. Use whenever building or running ReactiveUI.* automation suites, benches, or the markup drift gate.
Rebuild the VS Code and/or VS2022 .uetkx extensions locally for F5 / Extension-Development-Host testing. Use when the user says "rebuild for F5", "test the extension", "build the language server locally", or after editing ide-extensions/lsp-server/**, ide-extensions/vscode-uetkx/**, or the shared grammar/schema. Covers the npm pipelines, server bundling, artifact verification, and the VS2022 experimental-instance flow. Does NOT cover marketplace releases — publish.yml owns those.
The human-in-the-loop bug loop for the real Unreal editor — the AI prepares, fixes, verifies, and applies; the owner tests in a live UE editor; repeat until dead. Use for bugs only reproducible in-editor/PIE, and for packaged-fidelity verification.
The production line for wrapping one Slate widget end-to-end — research the real header, fill the adapter from the template, style keys, contract case, test, docs. The repetitive lesser-model workload; one run = one widget. Use when adding any RUI::* widget wrapper (Phase 2 batch 1, Phase 7 batch 2, and beyond).
When a feature lands or behavior changes, update every documentation artifact it touches — driven by a change-type → checklist table, ended by the docs-drift tripwire. Use after merging any user-visible change (new hook, widget, grammar/directive change, behavior change, perf change).
Mark a phase (or item) in a plan complete and propagate the status everywhere it must go — checkbox + evidence, superseded facts struck, ROADMAP row, pending-changelog bullet, and archive-on-complete. Deterministic text edits only; never commits. Use whenever a plan phase/milestone finishes or a plan-stated fact is proven wrong.