Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Edit Niagara systems, emitters, and scripts via UCP. An agent skill from Italink/UnrealClientProtocol.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-niagara-editing -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-niagara-editing --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .claude/skills && cp -r skills-src/Skills/unreal-niagara-editing .claude/skills/unreal-niagara-editing && rm -rf skills-srcUse ~/.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/
Install the "unreal-niagara-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-niagara-editing into .claude/skills/unreal-niagara-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara-editing", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-niagara-editingType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-niagara-editing -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-niagara-editing --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .agents/skills && cp -r skills-src/Skills/unreal-niagara-editing .agents/skills/unreal-niagara-editing && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "unreal-niagara-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-niagara-editing into .agents/skills/unreal-niagara-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara-editing", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-niagara-editing -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-niagara-editing --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/Skills/unreal-niagara-editing .cursor/skills/unreal-niagara-editing && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "unreal-niagara-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-niagara-editing into .cursor/skills/unreal-niagara-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara-editing", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Italink/UnrealClientProtocol.git --path Skills/unreal-niagara-editing--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-niagara-editing -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-niagara-editing --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/Skills/unreal-niagara-editing .gemini/skills/unreal-niagara-editing && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "unreal-niagara-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-niagara-editing into .gemini/skills/unreal-niagara-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara-editing", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Italink/UnrealClientProtocol unreal-niagara-editingInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Italink/UnrealClientProtocol --skill unreal-niagara-editing -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .github/skills && cp -r skills-src/Skills/unreal-niagara-editing .github/skills/unreal-niagara-editing && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "unreal-niagara-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-niagara-editing into .github/skills/unreal-niagara-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara-editing", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Italink/UnrealClientProtocol --skill unreal-niagara-editing -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Italink/UnrealClientProtocol unreal-niagara-editing --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Italink/UnrealClientProtocol.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/Skills/unreal-niagara-editing .opencode/skills/unreal-niagara-editing && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "unreal-niagara-editing" agent skill from https://github.com/Italink/UnrealClientProtocol/tree/main/Skills/unreal-niagara-editing into .opencode/skills/unreal-niagara-editing/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "unreal-niagara-editing", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
unreal-niagara-editingEdit Niagara systems, emitters, and scripts via UCP. An agent skill from Italink/UnrealClientProtocol.
Unreal Niagara Editing is an agent skill from Italink/UnrealClientProtocol. Edit Niagara systems, emitters, and scripts via UCP. Use when the user asks to create/modify particle effects, manage emitters, configure modules, set module inputs, edit Niagara script graphs, or any Niagara VFX operation.
Its SKILL.md is about 3k 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.
5 steps, taken from the first numbered list in SKILL.md.
Read from SKILL.md and the folder at commit 7f0a56e. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Unreal Niagara Editing loads about 3k tokens when it runs. Until then it costs about 62 tokens; SKILL.md has 767 words of instructions outside code blocks.
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.
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.
The full file from Italink/UnrealClientProtocol at commit 7f0a56e, republished under its MIT licence (© Italink). 767 words, ~3,018 tokens.
.claude/skills/unreal-niagara-editing/SKILL.md (or your agent's skills folder).Niagara editing uses three complementary paths: NiagaraOperationLibrary for structural operations, NodeCode for graph/property reading and writing, and ObjectOperationLibrary for detailed UObject property access.
Prerequisite: UE editor running with UCP plugin enabled.
CDO: /Script/UnrealClientProtocolEditor.Default__NiagaraOperationLibrary
UObject path parameters (System, Emitter, Script, etc.) are auto-resolved by UCP — pass the object path as a string and UCP converts it to the UObject pointer.
| Function | Params | Description |
|---|---|---|
AddEmitter | System(path), SourceEmitter(path), Name | Add emitter to system |
RemoveEmitter | System(path), EmitterName | Remove emitter from system |
ReorderEmitter | System(path), EmitterName, NewIndex | Reorder emitter |
AddUserParameter | System(path), ParamName, TypeName, DefaultValue | Add User parameter |
RemoveUserParameter | System(path), ParamName | Remove User parameter |
AddModule | SystemOrEmitter(path), ScriptUsage, ModuleScript(path), Index | Add module to stack |
RemoveModule | SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid | Remove module |
MoveModule | SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, NewIndex | Reorder module |
SetModuleEnabled | SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, bEnabled | Enable/disable module |
GetModules | SystemOrEmitter(path), ScriptUsage | List modules with name/guid/enabled/scriptPath |
SetModuleInputValue | SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, InputName, Value | Set input to literal (Rapid Iteration) |
SetModuleInputBinding | SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, InputName, LinkedParamName | Bind input to parameter |
SetModuleInputDynamicInput | SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, InputName, DynamicInputScript(path) | Set dynamic input |
ResetModuleInput | SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid, InputName | Reset to default |
GetModuleInputs | SystemOrEmitter(path), ScriptUsage, ModuleNodeGuid | List inputs with name/type/mode/value |
AddRenderer | Emitter(path), RendererClassName | Add renderer |
RemoveRenderer | Emitter(path), RendererIndex | Remove renderer |
MoveRenderer | Emitter(path), RendererIndex, NewIndex | Reorder renderer |
AddEventHandler | Emitter(path) | Add event handler |
RemoveEventHandler | Emitter(path), UsageIdString | Remove event handler |
AddSimulationStage | Emitter(path) | Add simulation stage |
RemoveSimulationStage | Emitter(path), StageIdString | Remove simulation stage |
MoveSimulationStage | Emitter(path), StageIdString, NewIndex | Reorder simulation stage |
AddGraphParameter | Script(path), ParamName, TypeName | Add parameter to script graph |
RemoveGraphParameter | Script(path), ParamName | Remove parameter |
RenameGraphParameter | Script(path), OldName, NewName | Rename parameter |
CreateScratchPadScript | SystemOrEmitter(path), ScriptName, Usage, ModuleUsageBitmask | Create a ScratchPad (Local Module) script |
CDO: /Script/UnrealClientProtocolEditor.Default__NodeCodeEditingLibrary
| Function | Params | Description |
|---|---|---|
Outline | AssetPath | List available sections |
ReadGraph | AssetPath, Section | Read section content as text |
WriteGraph | AssetPath, Section, GraphText | Write section content back |
| Section | Type | Description |
|---|---|---|
[SystemProperties] | Properties | Warmup, bounds, determinism, scalability, LWC, render defaults |
[Emitters] | Properties | Emitter list with names, enabled state, ObjectPath |
[UserParameters] | Properties | User. namespace exposed parameters |
[ScratchPadScripts] | Properties | Local Module scripts with name, Usage, ModuleUsageBitmask, ObjectPath |
[SystemSpawn] | Graph | System spawn stage module chain |
[SystemUpdate] | Graph | System update stage module chain |
| Section | Type | Description |
|---|---|---|
[EmitterProperties] | Properties | SimTarget, bLocalSpace, bounds, allocation, inheritance |
[ParticleAttributes] | Properties (read-only) | Compiled particle attributes list |
[Renderers] | Properties | Renderer list with class, ObjectPath |
[EventHandlers] | Properties | Event handler configs |
[SimulationStages] | Properties | Simulation stage list |
[EmitterSpawn] | Graph | Emitter spawn stage |
[EmitterUpdate] | Graph | Emitter update stage |
[ParticleSpawn] | Graph | Particle spawn stage |
[ParticleUpdate] | Graph | Particle update stage |
[ParticleEvent:EventId] | Graph | Event handler graph |
[SimulationStage:StageId] | Graph | Custom simulation stage graph |
| Section | Type | Description |
|---|---|---|
[Module] | Graph | Module script graph |
[Function] | Graph | Function script graph |
[DynamicInput] | Graph | Dynamic input script graph |
Use these strings for ScriptUsage parameter:
SystemSpawn, SystemUpdate, EmitterSpawn, EmitterUpdate, ParticleSpawn, ParticleUpdate, ParticleEvent, SimulationStage, Module, Function, DynamicInput
| Namespace | Scope | Writable In |
|---|---|---|
System. | System-level attributes | System stages |
Emitter. | Emitter-level attributes | Emitter stages |
Particles. | Particle attributes | Particle stages |
Module. | Module input parameters | Module internal |
User. | User-exposed parameters | Runtime settable |
Engine. | Engine values (DeltaTime, etc.) | Read-only |
Local.Module. | Module-local temporaries | Module internal |
Transient. | Cross-module temporaries | Current stage |
Constants. | Rapid iteration parameters | Editor-set values |
Modules can have their inputs set in four ways:
SetModuleInputValue) — stored as Rapid Iteration Parameter in Constants.EmitterName.ModuleName.InputName, no graph nodesSetModuleInputBinding) — ParameterMapGet reads another parameter (e.g. User.MyParam, Emitter.SpawnRate)SetModuleInputDynamicInput) — a DynamicInput script computes the value// 1. Get system structure
{"object":"...NodeCodeEditingLibrary","function":"Outline","params":{"AssetPath":"/Game/FX/NS_Fountain"}}
// 2. Read emitter list
{"object":"...NodeCodeEditingLibrary","function":"ReadGraph","params":{"AssetPath":"/Game/FX/NS_Fountain","Section":"Emitters"}}
// 3. Deep-dive into an emitter (use ObjectPath from step 2)
{"object":"...NodeCodeEditingLibrary","function":"Outline","params":{"AssetPath":"/Game/FX/NS_Fountain.NS_Fountain:Fountain"}}// Add a module
{"object":"...NiagaraOperationLibrary","function":"AddModule","params":{"EmitterPath":"...Fountain","ScriptUsage":"ParticleSpawn","ModuleAssetPath":"/Niagara/Modules/AddVelocity","Index":1}}
// Set module input to a value
{"object":"...NiagaraOperationLibrary","function":"SetModuleInputValue","params":{"EmitterPath":"...Fountain","ScriptUsage":"ParticleSpawn","ModuleGuid":"...","InputName":"Velocity","Value":"(X=0,Y=0,Z=100)"}}
// Bind module input to User parameter
{"object":"...NiagaraOperationLibrary","function":"SetModuleInputBinding","params":{"EmitterPath":"...Fountain","ScriptUsage":"ParticleSpawn","ModuleGuid":"...","InputName":"Velocity","LinkedParamName":"User.InitialVelocity"}}ReadGraph("/Game/FX/Modules/MyModule", "Module")
→ Text representation of the node graph
WriteGraph("/Game/FX/Modules/MyModule", "Module", <modified text>)
→ Diff result// Get renderer list
{"object":"...NodeCodeEditingLibrary","function":"ReadGraph","params":{"AssetPath":"...Fountain","Section":"Renderers"}}
// Read detailed renderer properties via reflection
{"object":"...ObjectOperationLibrary","function":"DescribeObject","params":{"ObjectPath":"...SpriteRenderer_0"}}
// Set renderer property
{"object":"...ObjectOperationLibrary","function":"SetObjectProperty","params":{"ObjectPath":"...SpriteRenderer_0","PropertyName":"Material","JsonValue":"\"/Game/Materials/M_Particle\""}}| Encoded Name | UClass | Description |
|---|---|---|
FunctionCall:<ScriptPath> | UNiagaraNodeFunctionCall | Module/function call (asset module) |
FunctionCall:ScratchPad:<Name> | UNiagaraNodeFunctionCall | ScratchPad (Local Module) reference |
Assignment | UNiagaraNodeAssignment | Inline assignment |
CustomHlsl | UNiagaraNodeCustomHlsl | Custom HLSL code |
ParameterMapGet | UNiagaraNodeParameterMapGet | Read from parameter map |
ParameterMapSet | UNiagaraNodeParameterMapSet | Write to parameter map |
NiagaraOp | UNiagaraNodeOp | Math operation (OpName property) |
NiagaraNodeInput | UNiagaraNodeInput | Input node |
NiagaraNodeOutput | UNiagaraNodeOutput | Output node |
ScratchPad scripts are inline module/function/dynamic-input scripts embedded within a System or Emitter. They appear in [ScratchPadScripts] and are referenced in graphs as FunctionCall:ScratchPad:<Name>.
// 1. Read ScratchPad list from source system
{"object":"...NodeCodeEditingLibrary","function":"ReadGraph","params":{"AssetPath":"/Game/FX/NS_Source","Section":"ScratchPadScripts"}}
// 2. Create matching ScratchPad scripts in target system
{"object":"...NiagaraOperationLibrary","function":"CreateScratchPadScript","params":{"SystemOrEmitter":"/Game/FX/NS_Target","ScriptName":"MyModule","Usage":"Module","ModuleUsageBitmask":56}}
// 3. Read source ScratchPad internal graph (use ObjectPath from step 1)
{"object":"...NodeCodeEditingLibrary","function":"ReadGraph","params":{"AssetPath":"/Game/FX/NS_Source.NS_Source:MyModule","Section":"Module"}}
// 4. Write to target ScratchPad (use ObjectPath from step 2)
{"object":"...NodeCodeEditingLibrary","function":"WriteGraph","params":{"AssetPath":"/Game/FX/NS_Target.NS_Target:MyModule","Section":"Module","GraphText":"..."}}
// 5. Now write stage graphs — FunctionCall:ScratchPad:MyModule auto-resolves to target system's script#guid values to ensure correct diff matching.[Emitters] section.Particles. namespace.© Italink, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in Skills/unreal-niagara-editing of Italink/UnrealClientProtocol.
Open the folder on GitHubat commit 7f0a56e
Unreal Niagara Editing 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Unreal Niagara Editing this skillItalink/UnrealClientProtocol | 127 | — | ~3k | Automated safety check: Pass | MIT | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
Italink/UnrealClientProtocol
Interact with the running Unreal Engine editor via TCP bridge.
Italink/UnrealClientProtocol
Manage actors in UE levels via UCP. An agent skill from Italink/UnrealClientProtocol.
Italink/UnrealClientProtocol
Query and manage UE assets via UCP. An agent skill from Italink/UnrealClientProtocol.
Italink/UnrealClientProtocol
Edit UE Blueprint node graphs via text (ReadGraph/WriteGraph).
Italink/UnrealClientProtocol
Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets.
Italink/UnrealClientProtocol
Trigger Live Coding compilation via UCP. An agent skill from Italink/UnrealClientProtocol.
Categories
Edit Niagara systems, emitters, and scripts via UCP. An agent skill from Italink/UnrealClientProtocol. Unreal Niagara Editing is an agent skill from Italink/UnrealClientProtocol. Edit Niagara systems, emitters, and scripts via UCP.
Unreal Niagara Editing fits situations like: the user asks to create/modify particle effects; manage emitters; configure modules; set module inputs.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-niagara-editing -a claude-code`. Or copy the skill folder (Skills/unreal-niagara-editing in Italink/UnrealClientProtocol) into .claude/skills/unreal-niagara-editing in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Italink/UnrealClientProtocol --skill unreal-niagara-editing -a codex`. Or copy the skill folder (Skills/unreal-niagara-editing in Italink/UnrealClientProtocol) into .agents/skills/unreal-niagara-editing in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Italink/UnrealClientProtocol --skill unreal-niagara-editing -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-niagara-editing, .gemini/skills/unreal-niagara-editing, .github/skills/unreal-niagara-editing and .opencode/skills/unreal-niagara-editing in your project.
SKILL.md names no scripts, command-line tools or credentials: Unreal Niagara Editing is instructions for the agent only.
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.
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.
Unreal Niagara Editing is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3k tokens (SKILL.md is roughly 12k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Unreal Niagara Editing: 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.
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.