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Game Development · By kevinpbuckley

39 skills found.
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1

Previews, validates and bakes bone-rotation edits on Unreal Engine AnimSequences, enforcing a coordinate space and a constraint-checked preview-validate-bake loop.

kevinpbuckley/VibeUE730—~1.3kAutomated safety check: PassMIT4 days ago
2

Creates and edits Unreal Engine Animation Montages through AnimMontageService: sections, slots, segments, branching points, notifies and blend settings.

kevinpbuckley/VibeUE730—~3.6kAutomated safety check: PassMIT4 days ago
3

Creates and edits AnimSequence keyframes and bone tracks in Unreal Engine through AnimSequenceService, following an inspect, preview, validate and bake workflow with correct bone-space handling.

kevinpbuckley/VibeUE730—~3.2kAutomated safety check: PassMIT4 days ago
4

Imports files into Unreal Engine, exports textures, reads the Content Browser selection and checks open assets via VibeUE, plus mesh reimport material fixes.

kevinpbuckley/VibeUE730—~6.5kAutomated safety check: PassMIT4 days ago
5

Changes Unreal Engine console variables, scalability levels and raw INI values through VibeUE's Python API, now that registered settings moved to the engine's own toolset.

kevinpbuckley/VibeUE730—~1.3kAutomated safety check: PassMIT4 days ago
6

Creates and wires Unreal Engine Enhanced Input assets through VibeUE's InputService: Input Actions, Mapping Contexts, key bindings, triggers and modifiers.

kevinpbuckley/VibeUE730—~2.4kAutomated safety check: PassMIT4 days ago
7

Creates, edits and inspects Unreal Engine UserDefinedEnums and UserDefinedStructs through Python, including adding values or members and reading internal versus display names.

kevinpbuckley/VibeUE730—~2.3kAutomated safety check: PassMIT4 days ago
8

Creates Unreal Engine foliage types and scatters or places foliage instances on landscapes and meshes through FoliageService, with seeded, reproducible layouts.

kevinpbuckley/VibeUE730—~3.2kAutomated safety check: PassMIT4 days ago
9

Finds and clears the five independent settings that cap the Unreal editor or game frame rate, so it runs uncapped or at a chosen target FPS.

kevinpbuckley/VibeUE730—~1.2kAutomated safety check: PassMIT4 days ago
10

Registers and queries Unreal Engine Gameplay Tags from the editor through VibeUE, including bulk registration and hierarchy lookups, with no restart needed.

kevinpbuckley/VibeUE730—~2.3kAutomated safety check: PassMIT4 days ago
11

Create landscape materials with layer blending, texture setup, and layer info objects (LandscapeMaterialService).

kevinpbuckley/VibeUE730—~1.6kAutomated safety check: PassMIT4 days ago
12

Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService).

kevinpbuckley/VibeUE730—~5.3kAutomated safety check: PassMIT4 days ago
13

Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService).

kevinpbuckley/VibeUE730—~5.1kAutomated safety check: PassMIT4 days ago
14

Niagara emitter color/curve authoring (tint, hue-shift, ColorFromCurve keys), rapid-iteration parameter tuning, and Custom-HLSL scratch-pad authoring (NiagaraEmitterService +…

kevinpbuckley/VibeUE730—~2kAutomated safety check: PassMIT4 days ago
15

Rapid-iteration parameter tuning, diagnostics, and Custom-HLSL scratch-pad authoring for Niagara systems (VibeUE NiagaraService + NiagaraScratchPadService).

kevinpbuckley/VibeUE730—~2.8kAutomated safety check: PassMIT4 days ago
16
16.Pcg

Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API).

kevinpbuckley/VibeUE730—~1.7kAutomated safety check: PassMIT4 days ago
17

Configure Unreal Engine project settings and editor preferences — UI appearance, toolbar icons, scale, colors, and any UDeveloperSettings subclass (ProjectSettingsService).

kevinpbuckley/VibeUE730—~3.1kAutomated safety check: PassMIT4 days ago
18

Edit skeleton bone transforms/hierarchy, retargeting modes, curve metadata, blend profiles, bone constraints, and learn constraints from animations (VibeUE SkeletonService).

kevinpbuckley/VibeUE730—~4.4kAutomated safety check: PassMIT4 days ago
19

Create and modify SoundCue assets — add/connect nodes (mixer, random, delay, attenuation, modulator, etc.) and set audio properties (SoundCueService).

kevinpbuckley/VibeUE730—~2.8kAutomated safety check: PassMIT4 days ago
20

Create and modify UMG Widget Blueprints (UI) — build the widget hierarchy, set properties, style fonts/brushes, author widget animations, bind events, capture previews, run PIE checks, and wire MVVM…

kevinpbuckley/VibeUE730—~4.1kAutomated safety check: PassMIT4 days ago
21

Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService).

kevinpbuckley/VibeUE730—~4.8kAutomated safety check: PassMIT4 days ago
22

Control the Unreal Editor level viewport — camera type/position, view mode, FOV, exposure, layout, and rendering settings (ViewportService).

kevinpbuckley/VibeUE730—~3.9kAutomated safety check: PassMIT4 days ago
23

Navigate, inspect, and author Animation Blueprints — state machines, states, transitions, and transition rules (AnimGraphService).

kevinpbuckley/VibeUE730—~5.4kAutomated safety check: PassMIT4 days ago
24

Add, connect, and configure nodes in Blueprint event graphs and function graphs — function-call/event/branch/timer/custom-event/delegate nodes, Standard Macro nodes…

kevinpbuckley/VibeUE730—~12kAutomated safety check: PassMIT4 days ago
25

Create and modify Blueprint assets, variables, functions, components, event dispatchers, and interfaces.

kevinpbuckley/VibeUE730—~7.7kAutomated safety check: PassMIT4 days ago
26

Create and edit landscape terrain — heightmaps, sculpting, paint layers, terrain analysis, mesh projection, and procedural features like mountains/valleys/craters (LandscapeService).

kevinpbuckley/VibeUE730—~7kAutomated safety check: PassMIT4 days ago
27

List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems).

kevinpbuckley/VibeUE730—~6.4kAutomated safety check: PassMIT4 days ago
28

Start, stop, and query Play-In-Editor (PIE) sessions for runtime testing of Blueprints, gameplay logic, widgets, AI, and any in-game behavior.

kevinpbuckley/VibeUE730—~5.6kAutomated safety check: PassMIT4 days ago
29

Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService).

kevinpbuckley/VibeUE730—~6.4kAutomated safety check: PassMIT4 days ago
30

Create, inspect, and edit Behavior Tree and Blackboard assets — composites, tasks, decorators, services, node properties, blackboard key bindings, key CRUD and metadata, tree round-trips and…

kevinpbuckley/VibeUE730—~1.9kAutomated safety check: PassMIT4 days ago
31

Read, build, wire, parameterize and compile Mutable Customizable Object graphs (UCustomizableObject) — skeletal mesh chains, mesh sections and materials, components, enum/float/color/texture…

kevinpbuckley/VibeUE730—~2.4kAutomated safety check: PassMIT4 days ago
32
32.Gas

Author and PIE-verify Gameplay Ability System content — abilities, attribute sets, gameplay effects, gameplay events, costs/cooldowns, cues — by composing Epic's GASToolsets/GameplayTagsToolset with…

kevinpbuckley/VibeUE730—~1.8kAutomated safety check: PassMIT4 days ago
33

Create production-quality landscape materials with the master-material + material-function + material-instance paradigm, RVT, and auto-layering.

kevinpbuckley/VibeUE730—~2.4kAutomated safety check: PassMIT4 days ago
34

Procedurally design an AAA-style open-world FPS map blockout (roads, POIs, fields, forests/treelines, railway/bridges) from a landscape, validate it through gated checks, and materialize it into…

kevinpbuckley/VibeUE730—~1.9kAutomated safety check: PassMIT4 days ago
35

Diagnose frame-rate bottlenecks (CPU vs GPU bound FIRST), control Unreal Insights traces, sample live frame times, and annotate performance captures.

kevinpbuckley/VibeUE730—~4.5kAutomated safety check: PassMIT4 days ago
36

Generate heightmaps, map reference images, and water feature splines (rivers, lakes, oceans) from real-world geographic data (terraindata tool).

kevinpbuckley/VibeUE730—~3.8kAutomated safety check: PassMIT4 days ago
37

Unreal Engine 5 development using the VibeUE Python API. An agent skill from kevinpbuckley/VibeUE.

kevinpbuckley/VibeUE730—~5.2kAutomated safety check: PassMIT4 days ago
38

Plan, dry-run, apply, verify, roll back, and resume explicit bounded batches for Blueprint interface migration, metadata hygiene, asset naming/organization, and unused-asset cleanup preparation.

kevinpbuckley/VibeUE730—~978Automated safety check: PassMIT4 days ago
39
39.Fab

Search Fab's public free catalog (including Quixel Megascans) and directly import eligible assets without adding them to the account library, or discover/import the signed-in Epic account's owned…

kevinpbuckley/VibeUE730—~1.3kAutomated safety check: PassMIT4 days ago