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“unreal”的搜索结果

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Capture Unreal Engine traces, export timing and counter data to CSV, and summarize expensive operations. Manage ongoing recordings, browse stored traces, and open Unreal Insights for visual inspection on Windows.

中文简介正在准备中。当前显示英语简介。

  • Record Unreal Engine startup performance
  • Find expensive operations in timing summaries
  • Export counter values to CSV
HKUDS/CLI-Anything5.6万2026年9月22日 更新

unreal-mcp

免费有简介AI 评分 100分

操作Unreal Engine编辑器,放置场景物体,调整灯光、材质和相机构图。检查场景状态与视觉效果,并输出截图或渲染图。

  • 搭建三维关卡并布置物体
  • 调整符合场景氛围的灯光
  • 设置相机构图并输出渲染图
NousResearch/hermes-agent25.6万2026年10月21日 更新

zoom-meeting-sdk-unreal

Claude 官方免费

Support Zoom meeting integration in Unreal Engine projects using C++ and Blueprint wrappers, intermediary code that calls the SDK. Consult guides for SDK mappings, initialization and meeting flows, compatibility, and troubleshooting.

中文简介正在准备中。当前显示英语简介。

  • Embedding Zoom meetings in an Unreal Engine project
  • Checking how C++ or Blueprint wrappers map to the SDK
  • Reviewing meeting join and start implementation patterns
anthropics/knowledge-work-plugins3.1万2026年10月21日 更新

Build CARLA for Unreal Engine 5.8 using CMake, the tool that configures its build process. The skill guides engine setup, optional ROS 2 support, Python API rebuilding, editor builds, and checks that the expected files were actually produced.

中文简介正在准备中。当前显示英语简介。

  • Building CARLA for Unreal Engine 5.8
  • Building and verifying native ROS 2 support
  • Rebuilding the Python API after client changes
carla-simulator/carla1.5万2026年10月21日 更新

Build game systems in Unity or Unreal Engine, including physics, AI, and multiplayer networking. The skill guides architecture, implementation, profiling, and testing to work toward frame rate targets and reduce memory use.

中文简介正在准备中。当前显示英语简介。

  • Implementing game mechanics in Unity or Unreal Engine
  • Reducing frame drops and memory use
  • Building multiplayer networking with lag compensation
Jeffallan/claude-skills1.2万2026年10月17日 更新

Create English and Chinese changelogs for PuerTS releases on Unity or Unreal. Review platform-specific Git commits, investigate unclear changes, and summarize their impact on users using each platform’s required format.

中文简介正在准备中。当前显示英语简介。

  • Preparing a Unity release changelog
  • Preparing an Unreal release changelog
  • Updating English and Chinese changelogs together
Tencent/puerts62362026年10月15日 更新

Create, migrate, refine, or debug CARLA vehicle assets with Blender and Unreal. Use real vehicle references to guide geometry and materials, configure wheels, lights, and physics, and deliver editable sources with evidence from runtime validation.

中文简介正在准备中。当前显示英语简介。

  • Creating a CARLA vehicle from real vehicle references
  • Refining tires, materials, or body geometry
  • Migrating vehicles and debugging Unreal integration
carla-simulator/carla1.5万2026年10月21日 更新

Use this skill to perform actions inside an Unreal Engine project via a live-editor MCP connection. Trigger when the user wants to change, query, or run something in their Unreal Engine project, not for conceptual or docs questions. Concrete triggers: spawn/move/duplicate/transform actors in a level, open a `.uproject`, add things around a PlayerStart, create or edit a Blueprint/Widget/Material/Niagara/Control Rig/Sequencer/Behavior Tree/GAS ability, read or write properties on actors (e.g. `bIsLocked` on `BP_DoorActor`), Live Coding recompile after editing C++ (`AActor`, `UMyComponent::Method`, `UPROPERTY`), or modify Static/Skeletal Mesh assets. Treat as Unreal context even without the word "Unreal": asset prefixes `BP_`, `WBP_`, `M_`, `MI_`, `NS_`, `CR_`, `SK_`, `SM_`, `ABP_`; UE C++ types/macros; `.uproject`; Content Browser; Outliner; PlayerStart; "in my game" plus UE signals. Skip for: pure conceptual/docs questions, Unity, Godot, or unrelated uses of "blueprint"/"sequencer"/"widget".

中文简介正在准备中。当前显示原文说明。

EpicGames/unreal-engine-skills-for-claude-code-plugin15372026年9月17日 更新

Use when an agent drives Unreal Engine 5.8 on a Mac for any task: Editor Python (the unreal module), headless UnrealEditor-Cmd -run=pythonscript jobs, Epic's Unreal MCP server, the Remote Control API, console commands and cvars; when a script breaks on 5.8 (EditorLevelLibrary, Remote Control calls refused, Substrate materials black, MRQ presets); when a level, material, shot or build must be judged by numbers and a screenshot before it is called done; or when a brief must go to the right scenario-unreal-* specialist.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10812026年10月21日 更新

Use this skill when creating, editing, or reviewing an Unreal Engine Agent Skill, a named bundle of instructions registered with the unreal-mcp server (distinct from Claude Code's harness skills under `.claude/skills/`). Trigger when the user wants to add or change a skill that the in-editor agent will load. Concrete triggers: 'create a new Agent Skill', 'add a skill for X workflow', 'edit/update this skill', 'review my skill', 'make a Python skill class', 'create a skill UAsset', 'register a skill so Claude picks it up'; writing or editing a `SKILL.md` inside a UE plugin's `Skills/` or `Python/skills/` folder; defining a Python skill class registered with the skill registry; calling `CreateSkill`, `ListSkills`, or `GetSkills` MCP tools; designing a skill's name, description, or instruction body. SKIP for: authoring a toolset (use create-toolset), invoking an existing skill at runtime (use unreal-mcp), editing harness-level Claude Code skills under `.claude/skills/` or `~/.claude/skills/`, or generic uses of the word 'skill'.

中文简介正在准备中。当前显示原文说明。

EpicGames/unreal-engine-skills-for-claude-code-plugin15372026年9月17日 更新

Use this skill when authoring or extending an Unreal Engine toolset, a class of static, AI-callable functions registered with `ToolsetRegistry` and exposed through the unreal-mcp server. Trigger when the user wants to add, expose, or register a new tool method, create a new toolset, or extend an existing one such as `BlueprintTools`, `StaticMeshTools`, `ObjectTools`, `LevelTools`, or `MaterialTools`. Concrete triggers: 'add a tool to X', 'expose this via MCP', 'register a function so Claude/the agent can call it', 'wire this into the toolset registry', 'create a new toolset for Y', 'add a Python toolset', 'make this AI-callable'; adding a `static` method to a `*Tools.cpp/.h/.py` file; editing files under a `Toolsets/` folder; designing tool parameters, return types, or struct schemas for a toolset. SKIP for: invoking existing tools at runtime (use unreal-mcp instead), authoring an Agent Skill (use unreal-skill), generic refactors that happen to touch a toolset file but don't add or redesign a tool, or unrelated uses of the word 'toolset'.

中文简介正在准备中。当前显示原文说明。

EpicGames/unreal-engine-skills-for-claude-code-plugin15372026年9月17日 更新

Generate reusable test helpers for Godot, Unity, or Unreal projects. Create utilities for checking results, building test objects, and replacing dependencies, following the project's configured test framework and existing test patterns.

中文简介正在准备中。当前显示英语简介。

  • Create a base library of test helpers
  • Share repeated test setup and result checks
  • Generate object factories for a specific game system
Donchitos/Claude-Code-Game-Studios2.7万2026年10月19日 更新

Builds CARLA's ue4-dev branch on Linux, producing the Unreal Engine 4.26 editor, server modules, and an installed Python client package. Fetches required content, optionally compiles native ROS 2 support, and verifies the build against a source-built server.

中文简介正在准备中。当前显示英语简介。

  • Building CARLA ue4-dev from source
  • Compiling CARLA with native ROS 2 support
  • Building the Python client for an existing environment
carla-simulator/carla1.5万2026年10月21日 更新

Automate Unreal Engine editor scenes, actors, and renders.

中文简介正在准备中。当前显示原文说明。

openamer/openamer82026年10月21日 更新

Builds CARLA on Unreal Engine 5.8 from the ue58-dev branch using its CMake build system — configure a preset, then build the carla-unreal / carla-unreal-editor / carla-python-api-install / launch targets — with ROS 2, DLSS, RSS and cook-scope options, and the engine-side build of the CarlaUnreal UE 5.8 fork. There is no Makefile and no Util/BuildTools in this tree, so every UE4 `make` recipe is invalid here. Use when the user asks to "build CARLA UE5", "build ue58-dev", "compile CARLA with cmake", "rebuild the Python API", or hits a CMake configure or target failure.

中文简介正在准备中。当前显示原文说明。

carla-simulator/carla-agentic-tools42026年9月12日 更新

Audit game asset files for naming rules, size limits, formats, and broken references. Receive a report of measured violations and suggested fixes, with clear explanations of checks that lack data or cannot be assessed for the engine.

中文简介正在准备中。当前显示英语简介。

  • Checking image and audio naming conventions
  • Finding files that exceed asset size limits
  • Investigating missing references and potentially unused assets
Donchitos/Claude-Code-Game-Studios2.7万2026年10月19日 更新

Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in Unreal.

中文简介正在准备中。当前显示原文说明。

gamedev-skills/awesome-gamedev-agent-skills22762026年10月9日 更新

Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun. Use when packaging a build, making a shipping build, cooking content, configuring packaging settings, or when the user mentions package Unreal, cook content, shipping build, or BuildCookRun.

中文简介正在准备中。当前显示原文说明。

gamedev-skills/awesome-gamedev-agent-skills22762026年10月9日 更新

Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.

中文简介正在准备中。当前显示原文说明。

gamedev-skills/awesome-gamedev-agent-skills22762026年10月9日 更新

Use when an Unreal Engine 5.8 project misses its frame rate or stutters: "optimize to 60 fps", "we run at 38 fps", CPU or GPU bound, game or render thread too long, hitches, traversal or shader stutter (PSO), GC spikes, camera-cut spikes, Lumen, Nanite, VSM, ray tracing, foliage, crowds or Niagara too expensive, async compute, stat unit, ProfileGPU, Unreal Insights, TraceQuery, snapshothitches, scalability and device profiles, dynamic resolution and TSR, streaming budgets, or proving a fix with before and after captures.

中文简介正在准备中。当前显示原文说明。

scenario-labs/skills10812026年10月21日 更新

Use when writing or running Unreal Engine tests - which test type fits (simple/complex automation tests, Automation Specs, functional tests, CQTest, Low-Level Tests, Gauntlet), naming and filters, latent tests, and the headless UnrealEditor-Cmd run with report export, exit handling and screenshot captures.

中文简介正在准备中。当前显示原文说明。

makifbaysal/tasktrooper1172026年10月21日 更新

Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes Unreal collision hulls and Multires normal-map baking for low-poly export, per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".

中文简介正在准备中。当前显示原文说明。

RobLe3/cc-blender-skill1122026年10月13日 更新

Import FBX 3D models into CARLA on UE 5.8 and register them as props that can be placed in a simulation. Check measured dimensions, adjust scale, verify placement on a running server, and undo imports when needed.

中文简介正在准备中。当前显示英语简介。

  • Add a custom bench or object to CARLA
  • Fix imported props missing from the blueprint library
  • Import a folder of props organized by tag
carla-simulator/carla1.5万2026年10月21日 更新

Import an FBX character into a CARLA source build as a pedestrian available through the Python API. Check its GEN3 skeleton, create assets and a walker blueprint, register it, and verify spawning, ground placement, and movement.

中文简介正在准备中。当前显示英语简介。

  • Add a custom FBX character as a CARLA pedestrian
  • Check whether an FBX uses the required GEN3 skeleton
  • Investigate floating or motionless imported pedestrians
carla-simulator/carla1.5万2026年10月21日 更新