Quod Soler publishes skills that guide an AI agent through Unreal Engine C++ work, covering gameplay framework classes such as GameMode and PlayerController, Mass Entity ECS for large-scale agent simulation, Gameplay Tags and decoupled event messaging, and procedural world generation with PCG graphs. The published set also reaches character movement, actor and component lifecycle, async threading, and testing and logging, so an agent working on Unreal projects has guidance across most of the engine's core systems.
Unreal Engine Skills
31 skills · 439 stars · MIT
Ue Actor Component Architecture Use when writing or debugging AActor and UActorComponent C++: constructor vs BeginPlay, PostIniti…
Ue Ai Navigation Use when writing Unreal Engine C++ AI — AI controllers, behavior tree nodes, blackboards, AI perc…
Ue Animation System Use when writing or debugging Unreal Engine animation C++: AnimInstance subclasses, thread-safe u…
Ue Async Threading Use when offloading work off the game thread, dispatching results back to it, running data-parall…
Ue Audio System Use when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, mu…
Ue Blueprint Cpp Interop Use when exposing C++ to Blueprint or calling Blueprint from C++: UFUNCTION(BlueprintCallable), B…
Ue Character Movement Use when writing or debugging UCharacterMovementComponent code: custom movement modes, floor dete…
Ue Cpp Foundations Use when writing Unreal Engine C++ that touches the reflection system or core types: UCLASS, UPRO…
Ue Data Assets Tables Use when modelling designer-authored game data in C++ and loading it: data assets, data tables, c…
Ue Editor Tools Use when extending the Unreal Editor from C++ with detail customizations, editor utility widgets,…
Ue Game Features Use when building, activating or debugging Game Feature plugins and modular gameplay.
Ue Gameplay Abilities Use when implementing or debugging the Gameplay Ability System in C++ — abilities, effects, attri…
Ue Gameplay Cameras Use when building or fixing Unreal Engine cameras — spring-arm third-person rigs, first-person ca…
Ue Gameplay Framework Use when writing or fixing Unreal Engine gameplay framework classes — GameMode, GameState, Player…
Ue Gameplay Tags Messaging Use when defining, querying or replicating Gameplay Tags, or wiring decoupled event messaging bet…
Ue Input System Use when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts,…
Ue Mass Entity Use when writing or debugging Mass Entity ECS code in Unreal Engine C++ — processors, queries, fr…
Ue Materials Rendering Use when writing C++ for materials or rendering — dynamic material instances, material parameter…
Ue Module Build System Use when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or…
Ue Mover Use when writing or debugging movement built on the Mover plugin: custom movement modes, layered…
Ue Networking Replication Use when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy…
Ue Niagara Effects Use when driving Niagara VFX from C++: spawning a system, overriding User parameters, binding dat…
Ue Physics Collision Use when setting up collision channels and profiles, running line/sweep/overlap queries, wiring h…
Ue Procedural Generation Use when generating world content or geometry procedurally in Unreal Engine: PCG graphs, custom P…
Ue Project Context Use when creating, refreshing or repairing `.agents/ue-project-context.md`, the project document…
Ue Sequencer Cinematics Use when playing Level Sequences from C++, building cutscenes or in-game camera moments, binding…
Ue Serialization Savegames Use when implementing save/load, player progress persistence, slot management, or binary serializ…
Ue State Trees Use when writing or debugging State Tree logic in Unreal Engine C++ — tasks, conditions, evaluato…
Ue Testing Debugging Use when writing or running Unreal Engine tests, adding logging, or profiling a build.
Ue Ui Umg Slate Use when writing or fixing Unreal Engine UI in C++ — UMG user widgets, Slate widgets, Common UI s…
Ue World Level Streaming Use when streaming levels in and out, setting up World Partition, or moving between maps.