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cccskills

「unreal」の検索結果

78 件 ・ 関連度順

概要と使いどころ

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

日本語の概要は準備中です。原文の説明を表示しています。

arjun988/blender-skills2962026年7月11日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

makifbaysal/tasktrooper1122026年10月12日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

makifbaysal/tasktrooper1122026年10月12日 更新

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

日本語の概要は準備中です。原文の説明を表示しています。

ziri22/agency-roster62026年7月1日 更新

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

日本語の概要は準備中です。原文の説明を表示しています。

hybridlabor-api/aos62026年10月14日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

mr-kelly/skills52026年10月14日 更新

Create, migrate, improve, or debug detailed vehicle assets for CARLA using Blender and Unreal, including reference-based geometry, materials, wheels, physics, lights, and runtime validation. Use for vehicle asset authoring rather than ordinary traffic spawning or map decoration.

日本語の概要は準備中です。原文の説明を表示しています。

carla-simulator/carla1.4万2026年10月13日 更新

Builds CARLA (branch ue4-dev, Unreal Engine 4.26) from source on Linux end-to-end — UE4 fork, the Carla server (editor C++ modules), the LibCarla Python client wheel, and content — then verifies them against a from-source server. Optionally builds the native ROS 2 interface in (ROS2=1 → --ros2, Fast-DDS/CycloneDDS/Zenoh), which is compile-time only and cannot be enabled later. Use when the user asks to "build CARLA from source", "compile CARLA ue4-dev", "set up CARLA on Ubuntu (incl. 24.04)", "build CARLA with ROS2 support", or "produce a CARLA server + client wheel". Cooking a distributable Dist/ package is a separate skill (package-carla-ue4); running the build is run-carla-server.

日本語の概要は準備中です。原文の説明を表示しています。

carla-simulator/carla1.4万2026年10月13日 更新

Manage cost basis calculation in TRES Finance: check status, view/change strategy (FIFO, LIFO, AVG, MAX_GAINS, MAX_LOSSES, FIFO_IMPAIRMENT), trigger recalculation, review financial issues, manage reevaluations/impairments, set bulk fiat prices, configure spec-ID lot disposal rules, view per-asset cost basis results, and export cost basis reports. Trigger this skill whenever the user asks about cost basis, gains/losses, realized gains, unrealized gains, COGS, inventory lots, tax lots, cost basis strategy, reevaluation, impairment, fiat value override, spec-ID rules, financial issues (negative balance, missing fiat), or anything related to how their crypto assets are costed. Also trigger when the user says "calculate cost basis", "what is my cost basis strategy", "show me financial issues", "create a reevaluation", "run cost basis", "change strategy to LIFO", or similar.

日本語の概要は準備中です。原文の説明を表示しています。

anthropics/claude-plugins-community4,6352026年10月13日 更新

Multi-stage pipeline for validating that vulnerability findings are real, reachable, and exploitable, preventing wasted effort on hallucinated findings, dead code paths, or findings with unrealistic preconditions.

日本語の概要は準備中です。原文の説明を表示しています。

gadievron/raptor3,9002026年10月13日 更新

router

無料

Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.

日本語の概要は準備中です。原文の説明を表示しています。

gamedev-skills/awesome-gamedev-agent-skills1,4682026年10月9日 更新

Spot a bad client before you sign — the warning signs of the projects that turn into unpaid, scope-creeping nightmares, and how to screen, price, or decline them. Use when asked is this client a red flag, should I take this client, screening a difficult client, or how to avoid bad clients. Produces a read on the warning signs present (haggling, vagueness, disrespect, urgency, unrealistic expectations), what each predicts, screening questions to ask before committing, protective terms if you proceed anyway, and how to decline gracefully — so you avoid the clients who cost more than they pay.

日本語の概要は準備中です。原文の説明を表示しています。

mohitagw15856/pm-claude-skills1,4412026年10月13日 更新

Import recorded driving sensor data (GPS, camera, lidar, actor tracks, lanes) into scenariobuilder.* objects (GPSData, CameraData, LidarData, ActorTrackData, Trajectory, laneData) and run preprocessing — synchronize, offset correction, crop, normalizeTimestamps, convertTimestamps. Also: compute actor tracks from lidar when no annotations exist, attach camera/lidar mounting + intrinsics, export to MAT/workspace/timetable/script. Use for raw driving dataset files (KITTI, nuScenes, Waymo, Pandaset, ROS/ROS2 bags, .mat, .csv, .mp4) or driving/vehicle/sensor logs that need wrapping. drivingLogAnalyzer (DLA) is OPT-IN ONLY — invoke only on explicit user request ('DLA', 'open in DLA', 'inspect/explore/analyze the recording') or reported sensor problem (sync drift, timestamp mismatch, overlay misalignment). NEVER auto-launch DLA after wrapping (Rule 0). For 'build scenario / export to RoadRunner / drivingScenario / OpenSCENARIO / Unreal / simulate', hand off to matlab-use-scenario-builder.

日本語の概要は準備中です。原文の説明を表示しています。

matlab/matlab-agentic-toolkit1,1572026年10月9日 更新

Generate driving scenes, scenarios, road surfaces, and 3D content from scenariobuilder.* sensor data (GPS, camera, lidar, actor tracks) using Scenario Builder for Automated Driving Toolbox. BUILD, EXPORT, or AUGMENT a virtual scenario/scene/map: ego or actor trajectories, trajectory smoothing, OpenCRG road-surface extraction, 3D asset generation, static-object placement, point-cloud georeferencing + elevation, lane-based ego localization, sensor-fusion tracking, scenario-event extraction (cut-ins, hard brakes, near-misses, ADAS disengagements), or export to RoadRunner, drivingScenario, OpenDRIVE, OpenCRG, OpenSCENARIO, or Unreal Engine. Also: log-to-scenario, scenario harvesting, accident/near-miss reconstruction, SOTIF (ISO 21448) and ISO 26262 scenario coverage, USGS-aerial-lidar augmentation, traffic-sign placement, vision-based vehicle classification for actor assets. NOT for raw-data import or multi-sensor sync/crop/offset/timestamp normalization — route those to matlab-import-driving-data.

日本語の概要は準備中です。原文の説明を表示しています。

matlab/matlab-agentic-toolkit1,1572026年10月9日 更新

Comprehensive skill for Adobe Substance 3D Painter texturing and material creation workflow. Use this skill when creating PBR materials, exporting textures for web/game engines, optimizing 3D assets for real-time rendering, or automating texture workflows. Triggers on tasks involving Substance 3D Painter, PBR texturing, material creation, texture export for Three.js, Babylon.js, Unity, Unreal, glTF optimization, or Python API automation. Creates optimized textures for threejs-webgl, react-three-fiber, and babylonjs-engine materials.

日本語の概要は準備中です。原文の説明を表示しています。

freshtechbro/claudedesignskills1,0402025年11月20日 更新

Use when a UE5 task involves characters in motion: "import FBX from Maya" with a skeleton, "retarget animations", IK Rig, IK Retargeter, feet sinking or floating after retarget, mocap cleanup, Motion Matching, Pose Search, Choosers, GASP, state machine vs motion matching, root motion, offset root bone, foot IK, Control Rig, Animation Blueprint cost, "animation is expensive", budget allocator, URO, MetaHuman LODs, ML Deformer, cloth.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Use when a UE5 task involves Niagara or Chaos destruction: a Niagara fireball, projectile trail, impact explosion, muzzle flash, spell, smoke, sparks, debris, Niagara fluids or flipbooks; "Niagara is too expensive", stat NiagaraOverview, Effect Types, pooling, Data Channels, lightweight emitters, VFX scalability; judging an effect's readability, value, color, timing, white blowout or strobing; or a wall that shatters, geometry collection fracture, Dataflow, damage thresholds, floating chunks, debris cost, Chaos Visual Debugger.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Use when a UE5 task involves materials or textures: a master material and instances for a kit, Substrate or legacy, Blendable vs Adaptive GBuffer, glass, emissive screens, decals, edge wear and dirt, landscape layers and RVT, toon or cel shading, "too many shaders" or shader permutations, static switches, usage flags, texture compression (BC7, normal maps, ORM packing, sRGB), texture memory, or "is this material expensive".

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Use when rigging a character, creature or prop in Maya: "rig this character", placing or orienting joints, Orient Joint doing nothing, IK/FK switch and matching, pole vector flips or elbow drift, space switching, foot roll, spline IK spine, offsetParentMatrix, blendMatrix or matrix rigging, controls and lockdown for animators, Quick Rig, HumanIK, AdvancedSkeleton or mGear, a game skeleton for Unreal or Unity, or a slow rig (parallel evaluation, profiling, GPU Override not kicking in).

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Use when writing or fixing Maya pipeline code in Python: mayapy batch jobs over many scenes, validating and auto-fixing scenes, FBX export for Unreal or Unity (static, skeletal, animation clips, Game Exporter), Alembic or GPU caches, USD export, stages and layers, references and namespaces, PySide6 tool windows, OpenMaya 2.0 plug-ins, or slow playback. Also when an FBX lands with wrong scale, normals, tangents or extra takes, a USD export has one frame or smoothed meshes, or one bad file kills a batch.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Use when grooming hair or fur in Maya with XGen (Interactive Groom splines or legacy descriptions): scalp hair, eyebrows, eyelashes, fur, guides, clumps, noise, parting, density maps, a fill layer, aiStandardHair shading, noisy or flickering hair renders, hair that must move (Linear Wire, nHair, Alembic caches), or a groom for Unreal (groom Alembic, cards). Also when XGen hair looks CG, clumps look uniform, the scalp shows through, or an XGen script fails.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Use when skinning a character in Maya ("bind skin", "fix the weights", weight painting, Skin Tools or ngSkinTools layers), when deformation looks wrong (pinching, candy-wrapper wrist, collapsing elbow or shoulder, volume loss, clothes poking through), when mirroring, copying or capping skin weights for Unreal or Unity, building blend shapes, corrective shapes or pose space deformation (Pose Editor on IK-driven joints), a face rig with shapes or joints, multiple skinClusters, Delta Mush or the ML Deformer, or running a range-of-motion deformation test.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新

Use when animating 2D game art with Scenario: walk, idle or attack cycles in 4 or 8 directions, isometric sprite sheets, animated GIFs, frame-by-frame pixel art animation, VFX loops such as fire or smoke, looping a sprite seamlessly, animating an existing character image, a full animation sheet from one prompt, extracting animation frames from a generated video, or slicing a sprite sheet into engine-ready frames for Unity, Godot, or Unreal. Keywords: spritesheet, keyframes, frame grid, GIF.

日本語の概要は準備中です。原文の説明を表示しています。

scenario-labs/skills9922026年10月13日 更新