其他

ue-editor-tools

quodsoler/unrea…e-skills

Use when extending the Unreal Editor from C++ with detail customizations, editor utility widgets, menus, editor modes, asset definitions or editor subsystems. Also use when the user mentions 'IDetailCustomization', 'IPropertyTypeCustomization', 'CustomizeDetails', 'RegisterCustomClassLayout', 'IDetailLayoutBuilder', 'AddCustomRow', 'IPropertyHandle', 'UToolMenus', 'ExtendMenu', 'FToolMenuEntry', 'UEditorUtilityWidget', 'Blutility', 'UAssetActionUtility', 'UEditorSubsystem', 'UEdMode', 'UAssetDefinition', 'UFactory', 'FScopedTransaction', or 'editor module'. For Slate fundamentals, see ue-ui-umg-slate; for Build.cs wiring, see ue-module-build-system.

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安装命令

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-editor-tools

SKILL.md

UE Editor Tools

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Editor extensions live in a module with "Type": "Editor" and depend on UnrealEd, Slate, SlateCore, PropertyEditor (detail panels), ToolMenus (menus and toolbars), EditorSubsystem (UEditorSubsystem), Blutility (editor utility widgets and scripted actions), AssetTools and AssetDefinition (Content Browser asset types). None of these may be referenced unconditionally from a Runtime module (engine runtime modules add them only under if (Target.bBuildEditor) plus #if WITH_EDITOR, e.g. AIModule.Build.cs:31-34).

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.