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Game Development · C++
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| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 1 | A skill your agent uses when writing, editing, reviewing, validating, or explaining Unreal Engine C++ reflected declarations: UCLASS, USTRUCT, UENUM, UINTERFACE, UPROPERTY, UFUNCTION, UPARAM, UMETA… | fjz13/ | 1.1k | — | ~1.4k | Automated safety check: Pass | Unknown | 4 mo ago |
| 2 | Validates PlayFab Game Server SDK (GSDK) integrations in game server projects. | PlayFab/ | 170 | — | ~645 | Automated safety check: Pass | Apache-2.0 | 2 days ago |
| 3 | Sokol.NET framework development — use for ANY work in this repo: creating or debugging examples, building/running for desktop/Android/iOS/Web, writing or compiling shaders, adding a new C/C++… | elix22/ | 154 | — | ~2.8k | Automated safety check: Pass | MIT | yesterday |
| 4 | Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding. | EpicGames/ | 325 | — | ~1.8k | Automated safety check: Pass | MIT | 21 days ago |
| 5 | Run a Godot/GDExtension finish pass over the current diff: enforce headless GDScript validation, public API docclasses coverage, docs/spec/sample/test synchronization, and registration or CMake… | microsoft/ | 237 | — | ~983 | Automated safety check: Pass | MIT | yesterday |
| 6 | Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition. | quodsoler/ | 359 | — | ~7.5k | Automated safety check: Pass | MIT | 9 days ago |
| 7 | Intrinsic Solution Building Library (SBL) Python SDK guide for connecting to workcells, composing Behavior Trees, querying/mutating ObjectWorld frames, binding equipment resources, and orchestrating… | intrinsic-ai/ | 552 | — | ~2.7k | Automated safety check: Pass | Apache-2.0 | today |
| 8 | Guides Unreal Engine C++ AI work across AI controllers, behavior trees, blackboards, perception, navmesh pathfinding, EQS and Smart Objects. | quodsoler/ | 359 | — | ~8.9k | Automated safety check: Pass | MIT | 9 days ago |
| 9 | Reference for writing and debugging Unreal Engine 5.8 animation C++: AnimInstance and proxy, montages, notifies, curves, blend spaces, state machines, linked layers and root motion. | quodsoler/ | 359 | — | ~7k | Automated safety check: Pass | MIT | 9 days ago |
| 10 | 10.Setup Engine 配置项目的游戏引擎和版本。将引擎锁定到 CLAUDE.md 中,检测知识缺口,当版本超出 LLM 训练数据时通过 WebSearch 填充引擎参考文档。 | pixel-cellar/ | 342 | — | ~1.5k | Automated safety check: Pass | MIT | 6 mo ago |
| 11 | Picks and applies the right Unreal Engine C++ concurrency API, from UE::Tasks and FPipe to ParallelFor, FRunnable, locks and timers, with game-thread safety rules. | quodsoler/ | 359 | — | ~8k | Automated safety check: Pass | MIT | 9 days ago |
| 12 | Reference for exposing Unreal Engine C++ to Blueprint and calling Blueprint from C++, covering UFUNCTION and UPROPERTY specifiers, latent and async nodes, and interfaces. | quodsoler/ | 359 | — | ~7.8k | Automated safety check: Pass | MIT | 9 days ago |
| 13 | Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets. | Italink/ | 127 | — | ~2.6k | Automated safety check: Pass | MIT | 1 mo ago |
| 14 | Reference for writing and debugging UCharacterMovementComponent code in Unreal Engine C++: custom movement modes, floor detection, root motion, prediction and gravity. | quodsoler/ | 359 | — | ~8.5k | Automated safety check: Pass | MIT | 9 days ago |
| 15 | 15.Beehave A skill your agent uses when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger | jame581/ | 792 | — | ~2.8k | Automated safety check: Pass | MIT | yesterday |
| 16 | Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol. | Italink/ | 127 | — | ~1k | Automated safety check: Pass | MIT | 1 mo ago |
| 17 | Reference for Unreal Engine C++ on the reflection system and core types: UCLASS macros, containers, delegates, strings, object lifetime, subsystems and logging. | quodsoler/ | 359 | — | ~6.8k | Automated safety check: Pass | MIT | 9 days ago |
| 18 | Defold native extension development. An agent skill from selimanac/defold-astar. | selimanac/ | 111 | — | ~2.1k | Automated safety check: Pass | No licence | 5 mo ago |
| 19 | A skill your agent uses when working with Slang shaders, shader modules, HLSL-compatible GPU code, graphics pipelines, compute shaders, tessellation, ray tracing, parameter blocks, generics… | github/ | 40k | 1 repo | ~1.8k | Automated safety check: Pass | MIT | today |
| 20 | 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… | ukanwat/ | 387 | 1 repo | ~1.5k | Automated safety check: Pass | Apache-2.0 | yesterday |
| 21 | 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. | ukanwat/ | 387 | 1 repo | ~1.5k | Automated safety check: Pass | Apache-2.0 | yesterday |
| 22 | A skill your agent uses when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems. | quodsoler/ | 359 | — | ~8.1k | Automated safety check: Pass | MIT | 9 days ago |
| 23 | 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++. | ukanwat/ | 387 | 1 repo | ~1.5k | Automated safety check: Pass | Apache-2.0 | yesterday |
| 24 | Build acceleration skill for C/C++ projects. An agent skill from mohitmishra786/low-level-dev-skills. | mohitmishra786/ | 253 | — | ~1.4k | Automated safety check: Pass | MIT | 3 mo ago |
| 25 | Compile-check a Godot project using headless mode. An agent skill from RandallLiuXin/GodotMaker. | RandallLiuXin/ | 549 | 1 repo | ~454 | Automated safety check: Pass | Unknown | 20 days ago |
| 26 | 26.Gdextension A skill your agent uses when building native extensions for Godot — godot-cpp (C++) or gdext (Rust), binding classes, building, and GDScript/C interop | jame581/ | 792 | — | ~2.7k | Automated safety check: Pass | MIT | yesterday |
| 27 | 27.Limboai A skill your agent uses when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard | jame581/ | 792 | — | ~3.2k | Automated safety check: Pass | MIT | yesterday |
| 28 | A skill your agent uses when implementing or debugging the Gameplay Ability System in C++ — abilities, effects, attributes, cues and the AbilitySystemComponent. | quodsoler/ | 359 | — | ~6.6k | Automated safety check: Pass | MIT | 9 days ago |
| 29 | A skill your agent uses 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… | scenario-labs/ | 898 | — | ~5.2k | Automated safety check: Pass | MIT | yesterday |
| 30 | A skill your agent uses when defining, querying or replicating Gameplay Tags, or wiring decoupled event messaging between gameplay systems in C++. | quodsoler/ | 359 | — | ~6.9k | Automated safety check: Pass | MIT | 9 days ago |
| 31 | A skill your agent uses when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding. | quodsoler/ | 359 | — | ~7.5k | Automated safety check: Pass | MIT | 9 days ago |
| 32 | A skill your agent uses when writing or debugging Mass Entity ECS code in Unreal Engine C++ — processors, queries, fragments, tags, observers, traits, spawning and large-scale agent simulation. | quodsoler/ | 359 | — | ~7.7k | Automated safety check: Pass | MIT | 9 days ago |
| 33 | A skill your agent uses when writing C++ for materials or rendering — dynamic material instances, material parameter collections, render targets, scene capture, post process, decals, Nanite, Lumen… | quodsoler/ | 359 | — | ~8.2k | Automated safety check: Pass | MIT | 9 days ago |
| 34 | A skill your agent uses when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error. | quodsoler/ | 359 | — | ~7k | Automated safety check: Pass | MIT | 9 days ago |
| 35 | A skill your agent uses when driving Niagara VFX from C++: spawning a system, overriding User parameters, binding data interfaces, sending gameplay data through Niagara Data Channels, pooling… | quodsoler/ | 359 | — | ~6.7k | Automated safety check: Pass | MIT | 9 days ago |
| 36 | A skill your agent uses when setting up collision channels and profiles, running line/sweep/overlap queries, wiring hit and overlap events, or simulating rigid bodies in Unreal Engine C++. | quodsoler/ | 359 | — | ~7.9k | Automated safety check: Pass | MIT | 9 days ago |
| 37 | A skill your agent uses when generating world content or geometry procedurally in Unreal Engine: PCG graphs, custom PCG nodes in C++, runtime mesh building, instancing and seeded noise. | quodsoler/ | 359 | — | ~7.6k | Automated safety check: Pass | MIT | 9 days ago |
| 38 | A skill your agent uses when creating, refreshing or repairing .agents/ue-project-context.md, the project document every other UE skill reads first. | quodsoler/ | 359 | — | ~4.9k | Automated safety check: Pass | MIT | 9 days ago |
| 39 | A skill your agent uses when playing Level Sequences from C++, building cutscenes or in-game camera moments, binding actors to sequence tracks at runtime, wiring Sequencer event tracks, or rendering… | quodsoler/ | 359 | — | ~7.3k | Automated safety check: Pass | MIT | 9 days ago |
| 40 | A skill your agent uses when implementing save/load, player progress persistence, slot management, or binary serialization in Unreal Engine C++. | quodsoler/ | 359 | — | ~6.6k | Automated safety check: Pass | MIT | 9 days ago |
| 41 | A skill your agent uses when writing or debugging State Tree logic in Unreal Engine C++ — tasks, conditions, evaluators, considerations, schemas, transitions, events or Mass behaviours. | quodsoler/ | 359 | — | ~7.4k | Automated safety check: Pass | MIT | 9 days ago |
| 42 | A skill your agent uses when writing or fixing Unreal Engine UI in C++ — UMG user widgets, Slate widgets, Common UI screens, or MVVM view models. | quodsoler/ | 359 | — | ~7.4k | Automated safety check: Pass | MIT | 9 days ago |
| 43 | Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices. | aiskillstore/ | 430 | 5 repos | ~1.1k | Automated safety check: Pass | No licence | today |
| 44 | Fetches Defold API documentation. An agent skill from selimanac/defold-astar. | selimanac/ | 111 | — | ~2.5k | Automated safety check: Pass | No licence | 5 mo ago |
| 45 | Procedure for adding an Effects/Color node: FilterDef table entry vs C++ class, shared GLSL preamble, the caching trap, exit criterion. | n1m21n/ | 260 | — | ~3.5k | Automated safety check: Pass | Unknown | yesterday |
| 46 | A skill your agent uses for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C, F, VB, C++, Unity, Unreal Engine, and other GameDev or… | JetBrains/ | 363 | 1 repo | ~3.8k | Automated safety check: Pass | No licence | 3 mo ago |
| 47 | A skill your agent uses when semantic refactoring is needed in Rider-supported solutions and projects, including .NET/C, F, VB, C++, Unity, Unreal Engine, XAML, Razor, and other GameDev or… | JetBrains/ | 363 | 1 repo | ~1.9k | Automated safety check: Pass | No licence | 3 mo ago |
| 48 | Writing Windows-safe Infinite code from macOS: keep WIN32 out of nodes, three-sided Platform:: obligation, Windows trap catalogue (WASAPI, WinMM, GDI glyphs, Media Foundation stride, wide paths… | n1m21n/ | 260 | — | ~4.6k | Automated safety check: Pass | Unknown | yesterday |