.fyi
SkillsMCPPluginsSubagents

Browse by category

DevOps & CI/CD SkillsProductivity & Workflow SkillsOther SkillsProduct & Project Management SkillsDocumentation & Knowledge SkillsCode Review & Refactor SkillsBackend & APIs SkillsAgent Meta & Communication SkillsResearch SkillsSecurity SkillsUX UI & Design SkillsTesting & QA SkillsSee all →

Every Claude Code skill, MCP server, plugin and subagent in one directory. Searchable, comparable, and one command from installed. Live stats from GitHub, npm and PyPI.

We're on Product HuntYour agent's app storeCheck it out →
Agent SkillsMCP ServersPluginsSubagentsCoding Agents
CollectionsOfficial publishersGlossaryFAQBlogSearchSavedFeedback
PrivacyTermsllms.txtSitemap

made with ♥ · © 2026 aaaa.fyi

Independent project · real data from public registries

…/italink/unrealclientprotocol
home/skills/italink/unrealclientprotocol
italink avatar

italink/unrealclientprotocol

24 skills

View on GitHub
$npx skills add italink/unrealclientprotocol
SkillInstalls
unreal-actor-editingunreal-asset-operationunreal-blueprint-editingunreal-client-protocolunreal-large-blueprint-analysisunreal-live-codingunreal-material-editingunreal-modelingunreal-modeling-assetunreal-modeling-attributesunreal-modeling-createCreate geometry through the GeometryScript modeling workflow. Use when the user asks to create primitives, generate profile-based shapes, or produce mesh…—unreal-modeling-deformGeometryScript 变形与变换操作。当用户要求弯曲、扭曲、平滑、噪声、位移、平移、旋转、缩放网格时使用。—unreal-modeling-meshopsGeometryScript 网格处理操作。当用户要求修复、简化、Remesh、布尔运算、体素化、分解、基础编辑或细分网格时使用。—unreal-modeling-normalsGeometryScript 法线与切线操作。当用户要求重算法线、分裂法线、翻转法线、计算切线或修复法线方向时使用。—unreal-modeling-primitivesGeometryScript 图元创建与建模函数。当用户要求创建 Box、Sphere、Cylinder 等基础形状,或进行拉伸、旋转体、壳体等建模操作时使用。—unreal-modeling-queryGeometryScript 网格查询与空间操作。当用户要求获取网格信息(顶点数、包围盒、拓扑状态)、空间查询(最近点、射线求交、包含测试)或采样时使用。—unreal-modeling-selectionGeometryScript 网格选择操作。当用户要求按条件选择网格元素(球形/盒体/平面/法线角度/材质等)、组合选择、扩展/收缩选择时使用。—unreal-modeling-uvGeometryScript UV 操作。当用户要求生成、投影、布局、变换 UV 或进行 UV 相关处理时使用。—unreal-niagara-editingEdit Niagara systems, emitters, and scripts via UCP. Use when the user asks to create/modify particle effects, manage emitters, configure modules, set module…—unreal-nodecode-commonCommon rules and conventions for NodeCode-based graph editing (Material, Blueprint, Niagara, Widget).—unreal-object-operationRead/write any UObject property (material settings, actor transforms, component configs, etc.), inspect object metadata, find instances, undo/redo.—unreal-pie-controlControl Play In Editor (PIE) and Simulate In Editor (SIE) sessions via UCP.—unreal-plugin-localization翻译 UE 插件本地化 PO 文件。当用户要求本地化、翻译或国际化 Unreal Engine 插件时使用。 处理 GatherText 采集、PO 导出、AI 翻译、PO 导入和 locres 编译的完整流程。—unreal-widget-editingEdit UMG Widget Blueprint UI layouts via text (ReadGraph/WriteGraph).—