Agent skill

Unreal Modeling Normals

by Italink in Italink/UnrealClientProtocol

GeometryScript 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. An agent skill from Italink/UnrealClientProtocol.

MITAuto-check passedGame Development

Install Unreal Modeling Normals

skills CLI
$ npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-normals -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Italink/UnrealClientProtocol unreal-modeling-normals --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Skills/unreal-modeling-normals .claude/skills/unreal-modeling-normals && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unreal-modeling-normals
GitHub stars
127
Token cost
~1.1k tokens
SKILL.md length
201 words
Files
1
Skills in repo
24
Repo updated
First seen
Licence
MIT

At a glance

GeometryScript 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. An agent skill from Italink/UnrealClientProtocol.

  • Tasks that involve Game development
  • SKILL.md covers 库, 主要函数, 结构体与枚举 and JSON 示例, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Unreal Modeling Normals is an agent skill from Italink/UnrealClientProtocol. GeometryScript 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。

Its SKILL.md is about 1.1k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Game Development, covering Game development. The repository describes itself as: Lightweight UE5 plugin that exposes Unreal Engine's reflection system over TCP+JSON — let AI agents call UFunctions, read/write UProperties, and inspect any UObject in a running… The licence is MIT.

When your agent uses it

  • Tasks that involve Game development

Example prompts

  • “/unreal-modeling-normals”

What it can do on your machine

Read from SKILL.md and the folder at commit 7f0a56e. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are json).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unreal Modeling Normals loads about 1.1k tokens when it runs. Until then it costs about 21 tokens; SKILL.md has 201 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~21
When it runs · the whole SKILL.md, loaded when a task matches
~1.1k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 201 words, ~1,066 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-modeling-normals/SKILL.md (or your agent's skills folder).
name
unreal-modeling-normals
description
GeometryScript 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。

建模 — 法线与切线

前置条件:先阅读 unreal-modeling。

库

CDO:/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshNormalsFunctions

TargetMesh 为 UDynamicMesh* 路径字符串。Debug 省略。需要 FGeometryScriptMeshSelection 的函数,用 MeshOperationLibrary 桥接。需要 FGeometryScriptVectorList 的函数,用 MakeVectorList/GetVectorListArray 桥接。

主要函数

法线计算
函数关键参数说明
SetPerVertexNormalsTargetMesh平滑法线(无硬边)
SetPerFaceNormalsTargetMesh面法线(每条边都是硬边)
RecomputeNormalsTargetMesh, CalculateOptions, bDeferChangeNotifications保留已有分裂,重新计算法线
RecomputeNormalsForMeshSelectionTargetMesh, Selection, CalculateOptions对选中区域重算法线
ComputeSplitNormalsTargetMesh, SplitOptions, CalculateOptions按角度/Polygroup 重建分裂后重算法线
AutoRepairNormalsTargetMesh修复不一致的法线方向(闭合 mesh 效果最佳)
法线翻转
函数关键参数说明
FlipNormalsTargetMesh翻转全部法线并反转三角形绕序
FlipTriangleSelectionNormalsTargetMesh, Selection, bFlipTriangleOrientation, bFlipNormalDirection翻转选中区域法线
法线读写
函数关键参数说明
SetMeshTriangleNormalsTargetMesh, TriangleID, Normals(FGeometryScriptTriangle)设置单个三角形三个角的法线。out:bIsValidTriangle
SetMeshPerVertexNormalsTargetMesh, VertexNormalList批量设置每顶点法线(列表大小 = MaxVertexID)
GetMeshPerVertexNormalsTargetMesh, bAverageSplitVertexValuesout:NormalList、bIsValidNormalSet、bHasVertexIDGaps
UpdateVertexNormalTargetMesh, VertexID, bUpdateNormal, NewNormal, bUpdateTangents, NewTangentX, NewTangentY更新单个顶点的法线和/或切线
SetSplitNormalsAlongSelectedEdgesTargetMesh, Selection, bSplit, bRecalculateNormals, CalculateOptions沿选中边分裂/合并法线
切线
函数关键参数说明
ComputeTangentsTargetMesh, Options计算切线(需要有效法线 + UV)
SetMeshPerVertexTangentsTargetMesh, TangentXList, TangentYList批量设置切线
GetMeshPerVertexTangentsTargetMesh, bAverageSplitVertexValuesout:TangentXList、TangentYList
GetMeshHasTangentsTargetMeshout:bHasTangents
DiscardTangentsTargetMesh移除切线层

结构体与枚举

FGeometryScriptCalculateNormalsOptions
字段类型默认值说明
bAngleWeightedbooltrue按角度加权
bAreaWeightedbooltrue按面积加权
FGeometryScriptSplitNormalsOptions
字段类型默认值说明
bSplitByOpeningAnglebooltrue按折痕角度分裂
OpeningAngleDegfloat15折痕角度阈值(度)
bSplitByFaceGroupboolfalse按 Polygroup 边界分裂
GroupLayerFGeometryScriptGroupLayer默认层Polygroup 层
FGeometryScriptTangentsOptions
字段类型默认值说明
TypeEGeometryScriptTangentTypesFastMikkT切线算法
UVLayerint0用于计算切线的 UV 通道
EGeometryScriptTangentTypes
值说明
FastMikkT快速 MikkT 切线
PerTriangle每三角形切线
StandardMikkT标准 MikkT(可能回退到 FastMikkT)

JSON 示例

重算法线(保留分裂,面积+角度加权):

json
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshNormalsFunctions","function":"RecomputeNormals","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","CalculateOptions":{"bAreaWeighted":true,"bAngleWeighted":true},"bDeferChangeNotifications":false}}

按角度分裂法线后重算:

json
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshNormalsFunctions","function":"ComputeSplitNormals","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","SplitOptions":{"bSplitByOpeningAngle":true,"OpeningAngleDeg":60,"bSplitByFaceGroup":false},"CalculateOptions":{"bAreaWeighted":true,"bAngleWeighted":true}}}

计算切线(MikkT,UV 通道 0):

json
{"object":"/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshNormalsFunctions","function":"ComputeTangents","params":{"TargetMesh":"/Engine/Transient.DynamicMesh_0","Options":{"Type":"FastMikkT","UVLayer":0}}}

发现

对 CDO 路径调用 DescribeObject 可查看完整函数列表和参数签名。

© Italink, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in Skills/unreal-modeling-normals of Italink/UnrealClientProtocol.

Open the folder on GitHubat commit 7f0a56e

Compare with similar skills

Unreal Modeling Normals next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Unreal Modeling Normals compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Modeling Normals this skillItalink/UnrealClientProtocol127—~1.1kAutomated safety check: PassMIT
Godot Gdscript Patterns925236118/AlphaAgent10310 repos~5kAutomated safety check: PassMIT
Sprite Genaldegad/sprite-gen2.7k—~4.9kAutomated safety check: PassApache-2.0
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Dev StoryDonchitos/Claude-Code-Game-Studios26k—~2.4kAutomated safety check: NotesMIT

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Questions about Unreal Modeling Normals

What does Unreal Modeling Normals do?

GeometryScript 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. An agent skill from Italink/UnrealClientProtocol. Unreal Modeling Normals is an agent skill from Italink/UnrealClientProtocol.

When should I use Unreal Modeling Normals?

Unreal Modeling Normals fits situations like: tasks that involve Game development.

How do I install Unreal Modeling Normals in Claude Code?

Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-normals -a claude-code`. Or copy the skill folder (Skills/unreal-modeling-normals in Italink/UnrealClientProtocol) into .claude/skills/unreal-modeling-normals in your project. Claude Code loads it when a task matches its description.

How do I install Unreal Modeling Normals in Codex?

Run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-normals -a codex`. Or copy the skill folder (Skills/unreal-modeling-normals in Italink/UnrealClientProtocol) into .agents/skills/unreal-modeling-normals in your project. Codex loads it when a task matches its description.

Can I use Unreal Modeling Normals in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Italink/UnrealClientProtocol --skill unreal-modeling-normals -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unreal-modeling-normals, .gemini/skills/unreal-modeling-normals, .github/skills/unreal-modeling-normals and .opencode/skills/unreal-modeling-normals in your project.

What does Unreal Modeling Normals need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal Modeling Normals is instructions for the agent only.

Does Unreal Modeling Normals access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unreal Modeling Normals safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unreal Modeling Normals use?

Unreal Modeling Normals is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unreal Modeling Normals use?

About 1.1k tokens (SKILL.md is roughly 4.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Unreal Modeling Normals?

Skills that share tags, products or a category with Unreal Modeling Normals: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Modeling Normals?

Italink (a GitHub user) maintains it in Italink/UnrealClientProtocol, which has 127 GitHub stars. The repository holds 24 skills in this directory. The repository was last updated on August 28, 2026.

Source: Italink/UnrealClientProtocol on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.