营销与写作

ue-gameplay-framework

quodsoler/unrea…e-skills

Use when writing or fixing Unreal Engine gameplay framework classes — GameMode, GameState, PlayerController, PlayerState, Pawn, Character, HUD, GameInstance — and the flows they own: player join, pawn spawning, match state, travel and non-GAS damage. Also use when the user mentions 'AGameModeBase', 'PostLogin', 'OnPostLogin', 'RestartPlayer', 'SpawnDefaultPawnFor', 'ChoosePlayerStart', 'match state', 'PossessedBy', 'seamless travel', 'ServerTravel', 'DrawHUD', 'TakeDamage', 'ApplyRadialDamage' or 'create session'. For replication, see ue-networking-replication; for CharacterMovementComponent, see ue-character-movement; for cameras, see ue-gameplay-cameras; for input, see ue-input-system.

  • 1253 次安装
  • 419 星标
  • 收录于

安装命令

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-gameplay-framework

SKILL.md

UE Gameplay Framework

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

The gameplay framework is the set of classes the engine spawns for you — AGameModeBase, AGameStateBase, APlayerController, APlayerState, APawn, ACharacter, AHUD, UGameInstance — plus the join, spawn, match-state, travel and damage flows that wire them together. All of it ships in the Engine module (Classes/GameFramework, Classes/Engine, Classes/Kismet), so Build.cs needs "Core", "CoreUObject", "Engine". Add "EnhancedInput" when binding input, and "OnlineSubsystem" + "OnlineSubsystemUtils" (or "OnlineServicesInterface") only when touching sessions.

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.