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cccskills

'unreal' 검색 결과

102건 · 관련도순

Import a four-wheel FBX vehicle into a CARLA source build, configure its physics, wheels, and animation, and register it for the Python API. Verify that the resulting vehicle can spawn, drive, and steer.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Importing a custom van or truck into CARLA
  • Registering a vehicle for spawning through the Python API
  • Checking why an imported vehicle will not drive or steer
carla-simulator/carla1.5만2026년 10월 21일 업데이트

Validate vulnerability findings by checking code, reachable attack paths, observable test results, and realistic prerequisites. The workflow produces evidence-backed reports and assesses binary constraints for memory corruption issues before exploit development proceeds.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Verify vulnerability scanner findings
  • Identify unreachable code and unrealistic prerequisites
  • Assess exploitation constraints for memory corruption
gadievron/raptor3.9천2026년 10월 20일 업데이트

Build Unreal Engine 5 gameplay with Blueprint visual scripting: Blueprint Classes, the Event Graph and Construction Script, variables/functions/macros, and Blueprint communication (Cast, Interfaces, Event Dispatchers). Use when working in Blueprints, wiring an event graph, deciding how Blueprints talk to each other, or when the user mentions Blueprint, BP, event graph, construction script, or a Blueprint .uasset.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

gamedev-skills/awesome-gamedev-agent-skills2.3천2026년 10월 9일 업데이트

Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

gamedev-skills/awesome-gamedev-agent-skills2.3천2026년 10월 9일 업데이트

Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

gamedev-skills/awesome-gamedev-agent-skills2.3천2026년 10월 9일 업데이트

Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

gamedev-skills/awesome-gamedev-agent-skills2.3천2026년 10월 9일 업데이트

Use when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange pipelines or import presets, enforcing naming conventions, assigning material instances by script, setting Nanite, collision and LODs per asset class, writing data validators or automation tests, fixing redirectors, or cooking and packaging from the command line (BuildCookRun, RunUAT, CI, Perforce). Also when a scripted import ignores its settings or names, a Python validator never runs, or a Mac build will not package.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 21일 업데이트

Use when making a trailer, cutscene, cinematic or short film in Unreal Engine 5.8 with Sequencer: shot lists, master and shot sequences, cameras, lenses, depth of field, camera cuts, spawnables, character animation in shots, per-shot lighting, Movie Render Graph or Movie Render Queue EXR renders, "render darker than the viewport", "first frames pop", "last frame missing", ACES or OCIO to DaVinci Resolve, the 180-degree rule, Sequencer Python, or reviewing a cut.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 21일 업데이트

Use when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap import or clipping, edit layers, terrain material rules, foliage and grass, a PCG forest or rock scatter, runtime GPU grass, Nanite and tessellation choices, modular kits, a river or village, streaming pop-in, cells not loading, landscape black spots, "PCG shows nothing in the editor", or a world too heavy to hand to lighting.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 21일 업데이트

Use when lighting or rendering in Unreal Engine 5.8: physical light units and exposure (EV100, lux, lumens), Lumen GI and reflections, MegaLights, virtual shadow maps, sky, fog and clouds, post process and color grading, the path tracer, or Movie Render Graph stills. Triggers: "Lumen is noisy", "MegaLights noise", "the interior is too dark", "light leaks", neon signs, a night or dusk scene, "fireflies", "path tracer vs Lumen", "render a still", EXR settings.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

scenario-labs/skills1.1천2026년 10월 21일 업데이트

Generate 3D CGI and rendered video prompts for Seedance 2.0 on Higgsfield. Use whenever the user wants 3D rendered, CGI, Pixar-style, Unreal Engine, photorealistic 3D, computer-generated, or digitally rendered video content. Triggers on: 3D animation, CGI, rendered, Blender, Unreal Engine, octane render, ray tracing, volumetric, subsurface scattering, physically based rendering, or any 3D/CG video request. Always use even if the user just says "make it look 3D" or describes a rendered aesthetic.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

beshuaxian/higgsfield-seedance2-jineng9782026년 4월 10일 업데이트

为 Seedance 2.0(Higgsfield)生成三维CGI和渲染视频提示词。在用户想要三维渲染、CGI、皮克斯风格、Unreal Engine、逼真3D、计算机生成或数字渲染视频内容时使用。触发词:3D动画、CGI、渲染、Blender、Unreal Engine、octane render、光线追踪、体积、次表面散射、基于物理的渲染或任何3D/CG视频请求。即使用户只说"使其看起来像3D"或描述了渲染美学,也要使用。

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

beshuaxian/higgsfield-seedance2-jineng9782026년 4월 10일 업데이트

Unreal Engine-specific Blender export for FBX scale, LODs, UCX collision, sockets, materials, and skeletal mesh workflows via MCP.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

arjun988/blender-skills3732026년 7월 11일 업데이트

Use when writing Unreal Engine 5 C++ - the gameplay framework classes and where logic belongs, UObject/AActor/UActorComponent lifecycle, UPROPERTY/UFUNCTION and GC-safe pointers (TObjectPtr, TWeakObjectPtr), subsystems, the C++/Blueprint boundary, Enhanced Input, tick discipline, and compiling from the command line.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

makifbaysal/tasktrooper1172026년 10월 21일 업데이트

Use when working with Unreal's Gameplay Ability System - when GAS is worth it, where the AbilitySystemComponent lives and how it is initialised on server and client, AttributeSets with correct clamping and replication, GameplayEffects and execution calculations as data, abilities with commit/end, gameplay tags, prediction, and testing.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

makifbaysal/tasktrooper1172026년 10월 21일 업데이트

Digital Twin Specialist IA — Expert en jumeaux numériques (IoT sensors, simulation, predictive maintenance, Unity/Unreal)

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

ziri22/agency-roster62026년 7월 1일 업데이트

Utilizes the Unreal Engine MCP server to control UE5 via a native C++ Automation Bridge plugin.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

hybridlabor-api/aos62026년 10월 16일 업데이트

Busabase-backed, read-only App-in-Skill portfolio dashboard that aggregates Webull brokerage holdings (accounts, positions, cash/margin, market value, unrealized P/L, day change, buying power). Use when the user invokes $kelly-invest-webull or /kelly-invest-webull, wants to review their Webull portfolio, holdings, positions, accounts (cash/margin), asset allocation, market value, unrealized P/L, day change, cash, or buying power. Read-only aggregation only — it never places, modifies, or cancels orders and never moves money.

한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.

mr-kelly/skills52026년 10월 20일 업데이트

Plan game development workflows by matching engines, art and audio tools, automated playtests, packaging, publishing, and analytics to available tools and credentials. Compare options by cost, quality requirements, and offline availability.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Plan a small Godot game for a game jam
  • Combine AI-generated art with a simple game loop
  • Choose tools for automated agent playtesting
HKUDS/CLI-Anything5.6만2026년 9월 22일 업데이트

Define service reliability targets, choose measurements that reflect user experience, and calculate error budgets—the failures a target allows. Generate alert thresholds and review existing definitions for unrealistic targets, unclear metrics, and missing response policies.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Defining reliability targets for a new service
  • Calculating allowed downtime and alert thresholds
  • Reviewing existing reliability definitions
alirezarezvani/claude-skills2.8만2026년 8월 30일 업데이트

Analyze repeated CI test runs to find tests that pass and fail without code changes. Summarize failure rates, investigate likely causes, and recommend fixes, monitoring, or temporary exclusion based on the available evidence.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Investigating intermittent CI test failures
  • Comparing failure rates across repeated test runs
  • Reviewing tests already marked for temporary exclusion
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 19일 업데이트

Assess a game project's development stage by examining design documents, code, tests, and planning files. Identify gaps appropriate to its workflow, compare findings with the configured stage, and recommend next steps for different team roles.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Understanding the state of an inherited game project
  • Getting oriented when joining a development team
  • Checking gaps before a milestone
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 19일 업데이트

Audit game code for save tampering, cheating, network weaknesses, input validation gaps, exposed data, and dependency risks. Produce a report with severity ratings, repair priorities, release recommendations, and explicit notes about areas that could not be assessed.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Auditing game security before a public release
  • Checking risks before enabling online or multiplayer features
  • Reviewing save loading and external input handling
Donchitos/Claude-Code-Game-Studios2.7만2026년 10월 19일 업데이트

Package a CARLA server built with UE 5.8 for distribution, choosing which maps to include. Inspect the resulting files for mismatched containers, missing road data, and exposure settings that can cause runtime failures.

한국어 요약은 준비 중입니다. 영어 요약을 표시하고 있습니다.

  • Packaging a CARLA server with selected maps
  • Investigating a black screen in a packaged server
  • Checking road data and package consistency
carla-simulator/carla1.5만2026년 10월 21일 업데이트