Scenario Unreal Pipeline Automation
scenario-labs/skills
A skill your agent uses when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange…
制作与调试 Unreal Engine 4.27 游戏的 pak 模组(模型/网格/资产换皮,如《二重螺旋》Duet Night Abyss)。两条路线:编辑器烘焙(Blender 自由改模型 → UE4.27 cook → pak)与二进制替换(改写已烘焙 .uasset 的导出名/载荷)。当需要「把 A 的模型换成 B 的模型」「让模型能自由导入 Blender…
$ npx skills add pa001024/dna-builder --skill ue4-pak-mod -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install pa001024/dna-builder ue4-pak-mod --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/pa001024/dna-builder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.agents/skills/ue4-pak-mod .claude/skills/ue4-pak-mod && 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 "ue4-pak-mod" agent skill from https://github.com/pa001024/dna-builder/tree/master/.agents/skills/ue4-pak-mod into .claude/skills/ue4-pak-mod/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue4-pak-mod", 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/pa001024/dna-builder/tree/master/.agents/skills/ue4-pak-modType 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 pa001024/dna-builder --skill ue4-pak-mod -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install pa001024/dna-builder ue4-pak-mod --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/pa001024/dna-builder.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.agents/skills/ue4-pak-mod .agents/skills/ue4-pak-mod && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "ue4-pak-mod" agent skill from https://github.com/pa001024/dna-builder/tree/master/.agents/skills/ue4-pak-mod into .agents/skills/ue4-pak-mod/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue4-pak-mod", 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 pa001024/dna-builder --skill ue4-pak-mod -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install pa001024/dna-builder ue4-pak-mod --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/pa001024/dna-builder.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.agents/skills/ue4-pak-mod .cursor/skills/ue4-pak-mod && 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 "ue4-pak-mod" agent skill from https://github.com/pa001024/dna-builder/tree/master/.agents/skills/ue4-pak-mod into .cursor/skills/ue4-pak-mod/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue4-pak-mod", 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/pa001024/dna-builder.git --path .agents/skills/ue4-pak-mod--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 pa001024/dna-builder --skill ue4-pak-mod -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install pa001024/dna-builder ue4-pak-mod --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/pa001024/dna-builder.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.agents/skills/ue4-pak-mod .gemini/skills/ue4-pak-mod && 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 "ue4-pak-mod" agent skill from https://github.com/pa001024/dna-builder/tree/master/.agents/skills/ue4-pak-mod into .gemini/skills/ue4-pak-mod/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue4-pak-mod", 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 pa001024/dna-builder ue4-pak-modInstalls 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 pa001024/dna-builder --skill ue4-pak-mod -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/pa001024/dna-builder.git skills-src && mkdir -p .github/skills && cp -r skills-src/.agents/skills/ue4-pak-mod .github/skills/ue4-pak-mod && 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 "ue4-pak-mod" agent skill from https://github.com/pa001024/dna-builder/tree/master/.agents/skills/ue4-pak-mod into .github/skills/ue4-pak-mod/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue4-pak-mod", 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 pa001024/dna-builder --skill ue4-pak-mod -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install pa001024/dna-builder ue4-pak-mod --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/pa001024/dna-builder.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.agents/skills/ue4-pak-mod .opencode/skills/ue4-pak-mod && 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 "ue4-pak-mod" agent skill from https://github.com/pa001024/dna-builder/tree/master/.agents/skills/ue4-pak-mod into .opencode/skills/ue4-pak-mod/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "ue4-pak-mod", 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.
ue4-pak-mod制作与调试 Unreal Engine 4.27 游戏的 pak 模组(模型/网格/资产换皮,如《二重螺旋》Duet Night Abyss)。两条路线:编辑器烘焙(Blender 自由改模型 → UE4.27 cook → pak)与二进制替换(改写已烘焙 .uasset 的导出名/载荷)。当需要「把 A 的模型换成 B 的模型」「让模型能自由导入 Blender…
Ue4 Pak Mod is an agent skill from pa001024/dna-builder. 制作与调试 Unreal Engine 4.27 游戏的 pak 模组(模型/网格/资产换皮,如《二重螺旋》Duet Night Abyss)。两条路线:编辑器烘焙(Blender 自由改模型 → UE4.27 cook → pak)与二进制替换(改写已烘焙 .uasset 的导出名/载荷)。当需要「把 A 的模型换成 B 的模型」「让模型能自由导入 Blender 编辑再放回游戏」「生成可用的 mod pak」「改写 .uasset 导出名」「排查替换后角色隐身/拿到空网格」「确定 pak 挂载点与版本」「用 repak 打包并校验」时使用。含 repak / UAssetCLI / UAssetGUI / UAssetAPI / UE4Editor-Cmd / Blender 的工具位置与用法、映射表格式、一键构建与校验脚本。
Its SKILL.md is about 2.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 16 other files, including scripts and reference files (for example `references/editor-cook-pipeline.md`, `references/pak-and-asset-format.md` and `references/toolchain.md`).
It sits in Game Development. It works with Blender and Unreal Engine. The repository describes itself as: 二重螺旋构筑模拟器 Duet Night Abyss Builder. The licence is MIT.
6 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 3ed567f. 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.
Ships 9 files in scripts/ (Shell, Python and C#), which the agent can run.
Shell commands in SKILL.md call:
gitFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use git, which can reach the network depending on how they are called.
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.
Ue4 Pak Mod loads about 2.5k tokens when it runs, and up to ~9.3k if it reads all its reference files. Until then it costs about 96 tokens; SKILL.md has 672 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); the scripts in this folder are not scanned.
The full file from pa001024/dna-builder at commit 3ed567f, republished under its MIT licence (© pa001024). 672 words, ~2,455 tokens.
.claude/skills/ue4-pak-mod/SKILL.md (or your agent's skills folder). This skill also uses 12 other files; get the full folder from GitHub.| 编辑器烘焙(推荐) | 二进制替换 | |
|---|---|---|
| 能做什么 | 任意编辑:改形状、加删顶点、重拓扑、重做 UV/权重 | 只能换整张网格 / 改包身份 |
| 怎么做 | Blender 导 glb → 改 → FBX → UE4.27 工程 cook → pak | 拿现成的包改名,modtool 改写导出名 → repak |
| 代价 | 需要装 UE4.27 编辑器;单次构建几分钟 | 秒级 |
| 前提 | 引擎大版本要和游戏一致(4.27) | 无 |
| 文档 | references/editor-cook-pipeline.md | 本文件下面的 Workflow |
默认选编辑器烘焙——它才是「自由做 mod」的正解。二进制替换适合「拿游戏里已有的另一张网格
顶上」这种不需要编辑的快速换皮:不用开编辑器、不用 cook、秒出结果,而且完全保留游戏原始包结构。
(没有编辑器免开的开源方案能写出烘焙态的包:FModel / CUE4Parse / umodel 全是只读,
UEFormat 的反向也要 UE 插件。详见 references/editor-cook-pipeline.md 开头。)
把游戏里某个资产换成另一个资产(最典型:把角色 A 的网格换成角色 B 的网格),做成一个
.pak 放进游戏的 ~mods 目录生效。
这件事不能靠「把文件改名复制过去」完成。 有两条铁律,任何一条错了表现都是 「角色直接隐身 / 部件消失」,而且游戏日志里通常看不到明确报错:
Eve_Body_SM.Eve_Body_SM 这类引用是
「按文件路径加载包 → 再按名字在导出表里查对象」。你把 Npc_Aida_SM.uasset 改名成
Eve_Body_SM.uasset 放到目标路径后,包里导出的对象名还是 Npc_Aida_SM,
按名查找落空 → 引用解析成 null → 那个网格组件什么都不画。
必须用 modtool build 把导出名也改掉。../../../ 前缀的标准形式。 UE 的 FPakFile::NormalizeFilename
先用 FPaths::MakeStandardFilename 把绝对路径变成 ../../../EM/Content/...,
再用挂载点做前缀比对去截取包内路径。挂载点写错(比如少一层 ..)不会报错,
只是这个 pak 里的文件永远匹配不上。
本技能默认用 -m ../../../ + 包内放 EM/Content/... 全路径(repak 默认,见
references/pak-and-asset-format.md)。打包之外还有一步同样关键的前置判断:源网格和目标网格必须共用同一套骨架(USkeleton), 否则动画/骨骼对不上,模型会扭曲或无法受力。判断方法见下面第 2 步。
.uasset 的内容(改名、换引用、替换载荷)。二进制替换只需要:
repak.exe、UAssetCLI.exe、以及可用的 dotnet SDK 10(modtool 需要)。modtool 需要联网(从 NuGet 还原 UAssetAPI 1.1.0)。编辑器烘焙额外需要:
D:\soft\UE_4.27(已由 launcher 注册,.uproject 里 EngineAssociation: "4.27" 可用)。D:\soft\UE_4.27\Engine\Source)——排查序列化/烘焙行为时的权威依据,有它就不用猜。路线无关:清楚目标游戏 pak 的版本。UE4.27 用 V11;不确定就看游戏自带的 pak 或
本机已有的现成 mod(repak info)。
在解包树里定位。网格源通常是
.../Asset/Char/<阵营>/<角色>/Mesh/*.uasset,目标就是你要覆盖的那个包路径。
一个网格资产是 .uasset + .uexp 成对出现的,两个都要处理(modtool 会自动输出 .uexp)。
用名字表里的字符串就能判断,不用解析二进制:
cd <解包树>/Asset/Char/Player/Char035_Eve/Mesh
for f in *_SM.uasset; do
printf "%-28s %s\n" "$f" "$(grep -a -o -E "[A-Za-z0-9_]*_Skeleton" "$f" | sort -u | tr '\n' ',')"
done只换骨架与被替换目标同款的网格。 骨架不同意味着骨骼层级/命名不一致, 换上之后要么不受动画驱动(停在绑定姿势),要么直接错位。
同时注意:一个角色往往不是一个网格,而是 Body + Face + Hair 等好几个组件拼的
(见第 3 步)。如果目标角色的网格是一张「整合了全身」的网格,那就要把 Body/Face/Hair
都指向它 —— 只要它们共用骨架、且挂载点在同一个节点上(RelativeLocation 为 0),
这几份几何体就是完全重合的,合成结果仍是单个角色,不会穿帮。
角色的装配不在 Asset/Char/... 里,而在 AssetDesign:
AssetDesign/Char/Player/<角色>/BP_<角色>.uasset # 玩家角色
AssetDesign/Char/Npc/CharacterNpc/<角色>/BP_NPC_*.uasset # NPC
AssetDesign/Char/Monster/<怪物>/BP_Mon_*.uasset想知道「谁引用了这个网格」,直接对解包树做字符串搜索最快(.uasset 的名字表是明文):
cd <解包树>
grep -rl -a --exclude-dir=Animation --exclude-dir=Cinematics "Eve_Body_SM" .拿到 BP 的 JSON 导出(UAssetCLI export)后重点看三件事:
SkeletalMesh:哪个组件用了哪个网格。RelativeLocation / AttachParent:组件挂在根节点还是某个 socket 上。
挂在 socket 上的组件不能塞全身网格进去(会把整张身体画在那个骨骼位置)。OverrideMaterials:是否逐组件覆盖了材质。值全是 0 表示是空槽(用网格自带材质),
这种情况才可以把多个组件指向同一张网格而不串色。制表符分隔,# 开头为注释,三列:
<源 uasset 绝对路径> <游戏内相对路径,不含扩展名> <新导出名>第三列必须等于第二列的文件名,否则违反铁律 1。
可直接复制 examples/eve-to-aida.tsv 改。
.agents/skills/ue4-pak-mod/scripts/build-mod.sh <mapping.tsv> <out.pak>脚本会依次:编译 modtool → 按映射表生成改名后的包到 <workDir>/pakroot
→ 自校验(导出名是否等于目标名、.uexp 是否与源文件逐字节一致)
→ repak pack → 打印 pak 元数据。
workDir 默认是 <skill>/.tmp(已被 .gitignore 忽略),用 WORK_DIR=... 覆盖。
任何一步不过就直接失败,不会产出一个「看起来成功但装上去没用」的 pak。
# 第二个参数是 build-mod.sh 的中间目录,默认 <skill>/.tmp/pakroot
.agents/skills/ue4-pak-mod/scripts/verify-mod.sh <out.pak> \
.agents/skills/ue4-pak-mod/.tmp/pakroot会打印元数据、包内路径列表,并把 pak 解包后与构建产物逐字节比对。
安装(放到游戏 paks 目录下的 ~mods,UE 会递归扫描该目录下的 *.pak):
cp <out.pak> "<游戏>/<项目名>/Content/Paks/~mods/"装完重启游戏。UE 在启动时挂载 pak,不会热加载。
需要真正改模型(改形状、加删顶点、重拓扑、重做 UV/权重)时走这条。完整原理与踩坑记录见
references/editor-cook-pipeline.md,这里只给操作顺序:
# 1) 建工程(只需一次;build 时也会自动建)
.agents/skills/ue4-pak-mod/scripts/editor/setup-project.sh # 默认建在 D:\dev\ue-modkit
# 2) 拿游戏模型给 Blender 改
# 解包树里已有 FModel 导出的 .glb(带 skin/权重/UV),Blender 直接打开即可
# 3) 改完一键构建
.agents/skills/ue4-pak-mod/scripts/editor/build-mod-editor.sh \
<改完的.glb> \
EM/Content/Asset/Char/Player/<角色>/Mesh/<网格名> \
<输出.pak>四个阶段:Blender 转 FBX → UE 导入为骨骼网格(骨架/材质占位到游戏真实路径)→
cook -Unversioned → 只挑网格包 repak。
三个必须记住的点(细节见 reference):
EM:UE 按工程名生成烘焙输出目录,叫 EM 才落在 EM/Content/...。-Unversioned:游戏资产是 IsUnversioned: true,不带这个开关形态就对不上。改完先用自检包验证管线:把游戏原本的网格原样走一遍烘焙,装上去外观应当毫无变化。 这一路线唯一无法离线证明的就是「游戏能不能加载烘出来的包」,必须进游戏看。
.uasset 头变了,SerialOffset 必须跟着变。 加一个新名字会让 .uasset 变大
20 字节,导出数据在 .uexp 里的起始偏移必须同步更新,否则 UE 读 .uexp 会错位。
UAssetAPI 的 Write() 会自动处理;自己动手改二进制时这是头号坑。
modtool check / verify-mod.sh 就是在守这条线。modtool roundtrip <in> <out> 读一遍写一遍,然后 cmp 原文件。
逐字节相同才说明这个库能安全改写这批资产;不一致就说明该游戏的资产有库不认识的字段,
此时不要继续,改用 UAssetGUI 或换库版本。本机这批 DNA 资产已验证往返逐字节一致。~mods 子目录(名字 ~ 排序靠后)
或用一个更大的 chunk 号(pakchunk999-*)都能让它后挂载、优先生效。git add .,
一个 20 MB 的 pak 会被一起暂存。产出物放 .tmp/,或先加 .gitignore 规则。modtool 假设每个包只有 1 个导出(网格包的常态)。遇到多导出包它会直接报错,
这是故意的 —— 那种情况必须先人工确认该改哪个导出,不能瞎猜。<skill>/.tmp/(已被 .gitignore 忽略),可用 WORK_DIR 覆盖。把玩家角色 Eve 的模型换成 NPC Aida 的,产出 EveToAida_P.pak。
调研结论:两者共用 Biped_Skeleton(/Game/Asset/Char/Player/Skeleton/Biped_Skeleton),
所以换模型不影响 Eve 的动画与动作蓝图;Aida 的 Npc_Aida_SM 是一张整合全身的网格
(9 个材质槽),NPC_Aida_part01_SM 是她的配件;Eve 由 Body/Face/Hair 三个组件拼成,
三者都在根节点、无 RelativeLocation、OverrideMaterials 全空 → 可以都指向同一张 Aida 网格。
映射见 examples/eve-to-aida.tsv(7 个包)。故意没换 Eve_Part02_SM、
Eve_SP01_Part01~04_SM、Eve_Sum01~03_SM:它们的骨架不同(配件/召唤物),
换全身网格进去会整张画在错误的骨骼位置上。
.agents/skills/ue4-pak-mod/scripts/build-mod.sh \
.agents/skills/ue4-pak-mod/examples/eve-to-aida.tsv \
/tmp/EveToAida_P.pak| 现象 | 原因 | 处理 |
|---|---|---|
| 替换后角色整个隐身 | 导出名没改,或包路径放错 | 按铁律 1 检查;modtool check 会直接报出来 |
| pak 装上去完全没效果 | 挂载点写错 / 放错目录 / 名字不是 .pak(UE 只扫 *.pak) | repak info 看挂载点;确认在 ~mods 下且扩展名是 .pak |
| 某几个部件还在、没换成 | 那些网格骨架不同,未纳入映射 | 先查它的骨架,共用骨架才换 |
| 网格出现在奇怪的位置 | 组件挂在 socket 上,被塞了全身网格 | 查 BP 的 AttachParent / RelativeLocation,把该条从映射表去掉 |
| 模型扭曲/不受动画驱动 | 用了不同骨架的网格 | 见上 |
| 打包后 UE 报读盘错误 | 版本/加密与游戏不匹配 | repak info 对比游戏自带 pak;见 references/pak-and-asset-format.md |
dotnet 报找不到文件、路径变成 D:\d\dev\... | git-bash 的 /d/... 路径被 .NET 当成相对路径 | 传给 dotnet/原生 exe 的路径用 D:\... 或 D:/...;脚本里用 cygpath -w 转 |
UE 报 DoesPackageExist FAILED: ... is not a standard unreal filename,路径里出现 C:/Program Files/Git/... | git-bash 的 MSYS 路径转换把 /Game/... 改写成了 Windows 路径 | export MSYS_NO_PATHCONV=1(不是 UE 的问题) |
UE Python 报 AttributeError: module 'unreal' has no attribute 'EditorAssetLibrary' | 没启用 EditorScriptingUtilities 插件 | 加进 .uproject 的 Plugins;用 <proj>/Intermediate/PythonStub/unreal.py 查 API 是否存在 |
UE 导入时报 Mesh has joint weights which are not supported,只产出 StaticMesh | UE4.27 的 glTF 导入器不支持蒙皮网格 | 中间格式改用 FBX |
AssetTools.ImportAssetTasks 在 SharedPointer.h 的 IsValid() 断言上崩 | Python 里 new 的 AssetImportTask/FbxImportUI 被 GC 回收 | 用模块级变量保住引用 |
| 烘焙产物里材质引用丢失(只有槽名,imports 里没有 MI) | 就地改 material_interface 不落盘 | 新建 unreal.SkeletalMaterial() 结构体整体赋回 mesh.materials |
| 进游戏模型变默认灰 | 占位材质类与游戏资产不一致,导入类过滤失败 | 占位材质必须是 MaterialInstanceConstant(与游戏的 MI 同类) |
| 重复烘焙后材质槽越来越多 | 只靠 replace_existing 替换会累积槽 | 导入前先删掉目标网格资产,从零导入 |
二进制替换路线:
build-mod.sh — 一键构建:编译 → 生成改名包 → 自校验 → 打包。verify-mod.sh — 校验 pak 元数据 / 路径 / 解包后与构建产物逐字节比对。modtool/ — C# 工具(UAssetAPI 1.1.0)。子命令:roundtrip(往返测试)、
info(看导出名)、build(按映射表改名构建)、check(校验导出名与载荷)。编辑器烘焙路线(scripts/editor/):
setup-project.sh — 创建 UE4.27 烘焙工程(工程名固定 EM)。build-mod-editor.sh — 一键:glb → FBX → 导入 → cook → pak。工程不存在会自动创建。blender_glb_to_fbx.py — Blender 侧转换(UE 约定的轴/骨骼、单位自动判定、垃圾网格清理)。import_mesh.py — UE 侧导入(骨骼网格 + 骨架/材质占位到游戏真实路径)。toolchain.md — 各工具的确切位置与调用方式(repak / UAssetCLI / UAssetGUI /
UAssetAPI / UE4Editor-Cmd / Blender / FModel 解包树 / 游戏安装目录 / AES 与 usmap)。pak-and-asset-format.md — pak 元数据与挂载点语义、.uasset/.uexp 结构、
导出名规则、往返验证方法、UAssetAPI 用法与坑。editor-cook-pipeline.md — 编辑器烘焙路线:为什么必须开编辑器、-Unversioned 与工程名
为何关键、骨架/材质占位机制、8 个实测踩坑、限制与未验证项。eve-to-aida.tsv — 可直接运行的 Eve→Aida 映射表(二进制替换路线,绝对路径需按本机调整)。© pa001024, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 12 other files (scripts, references) in .agents/skills/ue4-pak-mod of pa001024/dna-builder.
Open the folder on GitHubat commit 3ed567f
Ue4 Pak Mod 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 |
|---|---|---|---|---|---|---|
| Ue4 Pak Mod this skillpa001024/dna-builder | 137 | — | ~2.5k | Automated safety check: Pass | MIT | |
| Scenario Unreal Pipeline Automationscenario-labs/skills | 946 | — | ~5k | Automated safety check: Pass | MIT | |
| Unreal Exportarjun988/blender-skills | 283 | — | ~612 | Automated safety check: Pass | MIT | |
| Seedance 3D Cgibeshuaxian/higgsfield-seedance2-jineng | 952 | — | ~18k | Automated safety check: Pass | None | |
| Seedance 3D Cgibeshuaxian/higgsfield-seedance2-jineng | 952 | — | ~1.5k | Automated safety check: Pass | None | |
| Threejs World Generationcalesthio/OpenMontage | 66k | — | ~2k | Automated safety check: Pass | AGPL-3.0 |
scenario-labs/skills
A skill your agent uses when importing FBX, USD, OBJ or glTF from Maya, ZBrush or Blender into Unreal Engine 5.8 in bulk or reimporting changed files, writing Editor Python tools, Interchange…
arjun988/blender-skills
Unreal Engine-specific Blender export for FBX scale, LODs, UCX collision, sockets, materials, and skeletal mesh workflows via MCP.
beshuaxian/higgsfield-seedance2-jineng
Generate 3D CGI and rendered video prompts for Seedance 2.0 on Higgsfield.
beshuaxian/higgsfield-seedance2-jineng
为 Seedance 2.0(Higgsfield)生成三维CGI和渲染视频提示词。在用户想要三维渲染、CGI、皮克斯风格、Unreal Engine、逼真3D、计算机生成或数字渲染视频内容时使用。触发词:3D动画、CGI、渲染、Blender、Unreal Engine、octane…
calesthio/OpenMontage
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs.
viettranx/3dviz-pro-max
Guides building an expressive 3D scene in Three.js or Blender by reasoning through intent, object construction and scientific grounding before using a catalog of recipes and kits.
pa001024/dna-builder
This skill documents how to use the fmodel-mcp toolkit (a CUE4Parse-based .NET CLI plus a thin Python MCP server) to inspect and export Unreal Engine game assets — pak files, textures, meshes…
pa001024/dna-builder
使用 Bun 1.4 内置的 Bun.WebView 无头浏览器对前端页面(Vue/Vite 等)做端到端冒烟与交互测试。当需要加载页面、真实点击、读取 DOM/应用状态、做断言、截图归档,或对本地开发服务器/静态站点做零依赖的浏览器级验证、可视化巡检、交互回归测试时,应使用本技能。
pa001024/dna-builder
给 dna-builder 里任意角色从零推一套「最优构筑」(BD)的通用方法论:读角色机制 → 辅助候选排列组合 → buff 组(含光环型海妖 / 角色专属如大冲击)→ 定计算方向 → 魔灵与潜质 → 必带 MOD → 用 autoBuild 跑一遍并剔除不合理件 → 消融实验。当需要「给某个角色配一套最优 BD」「这个角色带什么辅助/队友最强」「跑一下 XX…
pa001024/dna-builder
用 V8 CPU profile 定位 JS/TS 热点函数,并用「同进程交替 A/B + best(min) 统计量 + checksum 锚点」的微基准方法安全地做性能优化。当需要优化计算热点、怀疑某函数耗时占比高、想评估某个优化(含 Wasm/SIMD 等加速路径)是否真有收益、或要建立可回归的性能基准时使用。
pa001024/dna-builder
《二重螺旋》新手开荒指南(校对至 1.6 版本)。含分阶段开荒流程(历练 35 前 / 35~45 / 45~60 / 60 后)、前期角色与武器获取清单、角色获取循环(深渊→周本→密函商店)、魔之楔六大系列与金 Mod 升级口径、减负活动、灾厄武器四把(棘刺绝响 / 无止无休 / 权火将熄 / 血染织羽)的两条刷取路线与 1.6 配队(暗队 /…
pa001024/dna-builder
在 dna-builder 里新增一个 /admin 后台管理页(侧边栏菜单 + 路由 + REST 封装 + 统计卡/筛选卡/表格/分页 + 详情弹窗),并在本地实测验证。当需要给后台加新的管理页面、或改动 src/admin/ 下的页面结构时使用。
Works with
Categories
制作与调试 Unreal Engine 4.27 游戏的 pak 模组(模型/网格/资产换皮,如《二重螺旋》Duet Night Abyss)。两条路线:编辑器烘焙(Blender 自由改模型 → UE4.27 cook → pak)与二进制替换(改写已烘焙 .uasset 的导出名/载荷)。当需要「把 A 的模型换成 B 的模型」「让模型能自由导入 Blender…. Ue4 Pak Mod is an agent skill from pa001024/dna-builder.
Ue4 Pak Mod fits situations like: game Development work in your project.
Run `npx skills add pa001024/dna-builder --skill ue4-pak-mod -a claude-code`. Or copy the skill folder (.agents/skills/ue4-pak-mod in pa001024/dna-builder) into .claude/skills/ue4-pak-mod in your project. Claude Code loads it when a task matches its description.
Run `npx skills add pa001024/dna-builder --skill ue4-pak-mod -a codex`. Or copy the skill folder (.agents/skills/ue4-pak-mod in pa001024/dna-builder) into .agents/skills/ue4-pak-mod 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 pa001024/dna-builder --skill ue4-pak-mod -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ue4-pak-mod, .gemini/skills/ue4-pak-mod, .github/skills/ue4-pak-mod and .opencode/skills/ue4-pak-mod in your project.
Going by SKILL.md and its folder, Ue4 Pak Mod needs a shell, Python and C# for the scripts in its folder and the command-line tools its instructions call (git). Our summary lists: Python 3; A Bash shell.
SKILL.md contains no URLs. Its commands use git, which can reach the network depending on how they are called. 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Ue4 Pak Mod is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.5k tokens (SKILL.md is roughly 9.8k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 6.8k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Ue4 Pak Mod: Scenario Unreal Pipeline Automation (scenario-labs/skills, 946 stars), Unreal Export (arjun988/blender-skills, 283 stars), Seedance 3D Cgi (beshuaxian/higgsfield-seedance2-jineng, 952 stars) and Seedance 3D Cgi (beshuaxian/higgsfield-seedance2-jineng, 952 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
pa001024 (a GitHub user) maintains it in pa001024/dna-builder, which has 137 GitHub stars. The repository holds 14 skills in this directory. The repository was last updated on October 10, 2026.
Source: pa001024/dna-builder on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.