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C++ · Game development
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| # | Skill | Repository | Stars | Used in | Tokens | Auto-check | Licence | Updated |
|---|---|---|---|---|---|---|---|---|
| 1 | Validates PlayFab Game Server SDK (GSDK) integrations in game server projects. | PlayFab/ | 170 | — | ~645 | Automated safety check: Pass | Apache-2.0 | 4 days ago |
| 2 | Drives a live Unreal Editor through the unreal-mcp server: spawn actors, edit Blueprints, materials and sequences, change properties and trigger Live Coding. | EpicGames/ | 327 | — | ~1.8k | Automated safety check: Pass | MIT | 22 days ago |
| 3 | 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 |
| 4 | 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 | 10 days ago |
| 5 | 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 | 10 days ago |
| 6 | 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 |
| 7 | 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 | 10 days ago |
| 8 | 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 | 10 days ago |
| 9 | 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 |
| 10 | 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 | 10 days ago |
| 11 | 11.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/ | 795 | — | ~2.8k | Automated safety check: Pass | MIT | 2 days ago |
| 12 | Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol. | Italink/ | 127 | — | ~1k | Automated safety check: Pass | MIT | 1 mo ago |
| 13 | 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 | 10 days ago |
| 14 | 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 | 2 days ago |
| 15 | 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 | 2 days ago |
| 16 | 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 | 10 days ago |
| 17 | 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 | 2 days ago |
| 18 | Compile-check a Godot project using headless mode. An agent skill from RandallLiuXin/GodotMaker. | RandallLiuXin/ | 549 | 1 repo | ~454 | Automated safety check: Pass | Unknown | 21 days ago |
| 19 | 19.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/ | 795 | — | ~2.7k | Automated safety check: Pass | MIT | 2 days ago |
| 20 | 20.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/ | 795 | — | ~3.2k | Automated safety check: Pass | MIT | 2 days ago |
| 21 | 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/ | 913 | — | ~5.2k | Automated safety check: Pass | MIT | 2 days ago |
| 22 | 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 | 10 days ago |
| 23 | 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 | 10 days ago |
| 24 | Fetches Defold API documentation. An agent skill from selimanac/defold-astar. | selimanac/ | 111 | — | ~2.5k | Automated safety check: Pass | No licence | 5 mo ago |
| 25 | 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/ | 364 | 1 repo | ~3.8k | Automated safety check: Pass | No licence | 3 mo ago |
| 26 | 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/ | 364 | 1 repo | ~1.9k | Automated safety check: Pass | No licence | 3 mo ago |
| 27 | Unreal Engine development: C++/Blueprint patterns, Gameplay Framework, Niagara, Lumen/Nanite, multiplayer, and packaging. | CoWork-OS/ | 473 | — | ~446 | Automated safety check: Pass | MIT | yesterday |
| 28 | 28.Godot A skill your agent uses when writing, reviewing, or debugging Godot 4.x games in GDScript or C — scenes, nodes, custom Resources, autoload/EventBus signals, typed GDScript, CharacterBody2D/3D… | ericrisco/ | 167 | — | ~3.6k | Automated safety check: Pass | MIT | yesterday |
| 29 | 29.Unity A skill your agent uses when writing, reviewing or structuring Unity game code in C for Unity 6 LTS — GameObjects and the Transform hierarchy, the MonoBehaviour lifecycle, prefabs and variants… | ericrisco/ | 167 | — | ~4k | Automated safety check: Pass | MIT | yesterday |
| 30 | 30.Unreal A skill your agent uses when building, scripting or debugging a game in Unreal Engine 5 with Blueprint or C++ — the gameplay framework (Actor, Pawn, Character, GameMode, PlayerController), Actor… | ericrisco/ | 167 | — | ~4k | Automated safety check: Pass | MIT | yesterday |