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ue-game-features游戏特色

Agent Skill

ue-game-features 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

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安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:ue-game-features(游戏特色)
来源仓库:https://github.com/quodsoler/unreal-engine-skills
仓库路径:skills/ue-game-features
安装命令:
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-game-features
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-game-features

简介

ue-game-features 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。
  • 通过 npx skills add 命令从指定仓库安装,需结合原始 README 核验具体用法。
  • 安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 当前无原始 SKILL.md 内容可参考,功能以实际实现为准。

SKILL.md

UE Game Features and Modular Gameplay

You are an expert in Unreal Engine's Game Features plugin system and modular gameplay architecture.

Context Check

Read .agents/ue-project-context.md before proceeding. Determine:

  • Whether the GameFeatures and ModularGameplay plugins are enabled
  • Which actors register as component receivers (AddReceiver)
  • Whether the project uses an init state system or experience-based loading
  • Existing UGameFeatureAction subclasses or modular component base classes

Information Gathering

Ask the developer:

  1. Are you creating a new Game Feature plugin or extending an existing one?
  2. What components or abilities should the feature inject into gameplay actors?
  3. Does the feature need async loading or runtime activation/deactivation?
  4. Is there an experience/game mode composition system (Lyra-style)?
  5. Do components need ordered initialization across features?

Game Feature Plugin Structure

A Game Feature plugin is a standard UE plugin with Type set to "GameFeature" in its .uplugin descriptor. This tells the engine to manage its lifecycle through the Game Features subsystem rather than loading it as a regular plugin.

.uplugin Descriptor

{
    "Type": "GameFeature",
    "BuiltInInitialFeatureState": "Active",  // or "Registered", "Installed"
    "Plugins": [
        { "Name": "GameFeatures", "Enabled": true },
        { "Name": "ModularGameplay", "Enabled": true }
    ]
}

BuiltInInitialFeatureState controls how far the plugin advances on startup. Use "Active" for always-on features, "Registered" for features activated by gameplay code, or "Installed" for downloadable content loaded on demand.

UGameFeatureData

Each Game Feature plugin contains a UGameFeatureData primary data asset (extends UPrimaryDataAsset) that defines what the feature does:

// From GameFeatureData.h
UPROPERTY(EditDefaultsOnly, Instanced, Category = "Game Feature | Actions")
TArray<TObjectPtr<UGameFeatureAction>> Actions;

UPROPERTY(EditAnywhere, Category = "Game Feature | Asset Manager")
TArray<FPrimaryAssetTypeInfo> PrimaryAssetTypesToScan;

Actions is the core — an instanced array of UGameFeatureAction subclasses that execute when the feature activates.

Directory Convention

Plugins/GameFeatures/
├── ShooterCore/
│   ├── ShooterCore.uplugin          (Type: GameFeature)
│   ├── Content/
│   │   └── ShooterCore.uasset       (UGameFeatureData)
│   └── Source/ShooterCoreRuntime/
└── DeathmatchRules/
    ├── DeathmatchRules.uplugin
    └── Content/DeathmatchRules.uasset

Plugin State Machine

Game Feature plugins transition through a well-defined state machine. Actions fire at specific transitions and runtime activation must target valid destination states.

EGameFeaturePluginState Lifecycle

Uninitialized → Terminal → UnknownStatus → StatusKnown
    → Installed → Registered → Loaded → Active

Each major state has transition states between them (e.g., Registering, Loading, Activating). You target a destination state and the subsystem walks the chain.

Destination States

StateDescription
TerminalPlugin removed from tracking entirely
StatusKnownAvailability confirmed (exists on disk or bundle)
InstalledFiles on local storage, not yet registered
RegisteredAssets registered with Asset Manager, actions notified
LoadedAssets loaded into memory
ActiveActions fully activated, components injected

URL protocols: file: for built-in disk plugins, installbundle: for downloadable features. Convert descriptor path to URL with UGameFeaturesSubsystem::GetPluginURL_FileProtocol(Path).


UGameFeatureAction

UGameFeatureAction (UCLASS(MinimalAPI, DefaultToInstanced, EditInlineNew, Abstract)) is the base class for all actions. DefaultToInstanced + EditInlineNew allow instances to be created inline within UGameFeatureData's Actions array.

Lifecycle Methods

// Registration phase
virtual void OnGameFeatureRegistering();
virtual void OnGameFeatureUnregistering();

// Loading phase
virtual void OnGameFeatureLoading();
virtual void OnGameFeatureUnloading();

// Activation — primary override point
virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context);
virtual void OnGameFeatureActivating();  // legacy no-arg fallback

// Post-activation confirmation
virtual void OnGameFeatureActivated();

// Deactivation — supports async via context
virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context);

OnGameFeatureActivating(Context) is the primary override. The base calls the legacy no-arg version for backward compatibility.

Async Deactivation

When deactivation requires async work, pause it via the context:

void UMyAction::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context)
{
    FSimpleDelegate ResumeDelegate = Context.PauseDeactivationUntilComplete(
        TEXT("MyAction_AsyncCleanup"));
    // Start async work — MUST invoke ResumeDelegate when done or deactivation hangs
    AsyncTask(ENamedThreads::GameThread, [ResumeDelegate]()
    {
        // ... cleanup ...
        ResumeDelegate.ExecuteIfBound();
    });
}

See references/game-feature-patterns.md for complete custom action subclass templates.


Built-in Actions

UGameFeatureAction_AddComponents

UCLASS(MinimalAPI, meta=(DisplayName="Add Components"), final). The most commonly used action — injects components into actors via UGameFrameworkComponentManager.

Configuration uses FGameFeatureComponentEntry:

UPROPERTY(EditAnywhere) TSoftClassPtr<AActor> ActorClass;
UPROPERTY(EditAnywhere) TSoftClassPtr<UActorComponent> ComponentClass;
UPROPERTY(EditAnywhere) uint8 bClientComponent : 1;
UPROPERTY(EditAnywhere) uint8 bServerComponent : 1;

Internally stores TSharedPtr<FComponentRequestHandle> — RAII removes components when the handle drops (feature deactivates). Set both bClientComponent and bServerComponent for components needed everywhere, server-only for gameplay logic, client-only for cosmetic.

Other Built-in Actions

ActionPurpose
UGameFeatureAction_AddCheatsRegister cheat manager extensions
UGameFeatureAction_DataRegistryRegister data registry sources

UGameFeaturesSubsystem

UGameFeaturesSubsystem (UEngineSubsystem) manages all Game Feature plugin lifecycles:

UGameFeaturesSubsystem& GFS = UGameFeaturesSubsystem::Get();

Runtime Activation and Deactivation

FString PluginURL = UGameFeaturesSubsystem::GetPluginURL_FileProtocol(
    TEXT("/MyProject/Plugins/GameFeatures/MyFeature/MyFeature.uplugin"));

// Activate — callback receives const UE::GameFeatures::FResult&
GFS.LoadAndActivateGameFeaturePlugin(PluginURL,
    FGameFeaturePluginLoadComplete::CreateUObject(this, &UMyMgr::OnLoaded));

// Deactivate and unload
GFS.DeactivateGameFeaturePlugin(PluginURL);
GFS.UnloadGameFeaturePlugin(PluginURL, /*bKeepRegistered=*/ false);

// Or target a specific state:
GFS.ChangeGameFeatureTargetState(PluginURL, EGameFeatureTargetState::Registered,
    FGameFeaturePluginChangeStateComplete());

Query and Observe

bool bActive = GFS.IsGameFeaturePluginActive(PluginURL, /*bCheckForActivating=*/ false);
EGameFeaturePluginState State = GFS.GetPluginState(PluginURL);

// Global observer — implement IGameFeatureStateChangeObserver
GFS.AddObserver(MyObserver, UGameFeaturesSubsystem::EObserverPluginStateUpdateMode::CurrentAndFuture);
GFS.RemoveObserver(MyObserver);

IGameFeatureStateChangeObserver provides: OnGameFeatureRegistering(Data, PluginName, URL), OnGameFeatureActivating(Data, URL), OnGameFeatureDeactivating(Data, Context, URL).


Component Injection System

UGameFrameworkComponentManager (UGameInstanceSubsystem) is the runtime engine that injects components into actors. It is a Game Instance subsystem — not an engine subsystem:

UGameFrameworkComponentManager* CompMgr =
    GetGameInstance()->GetSubsystem<UGameFrameworkComponentManager>();

Actor Registration (Receivers)

Actors must register as receivers to accept injected components:

void AMyCharacter::BeginPlay()
{
    Super::BeginPlay();
    UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this);
}
void AMyCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
    UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this);
    Super::EndPlay(EndPlayReason);
}

Component Requests (RAII)

TSharedPtr<FComponentRequestHandle> Handle = CompMgr->AddComponentRequest(
    TSoftClassPtr<AActor>(AMyCharacter::StaticClass()),
    UMyHealthComponent::StaticClass(),
    EGameFrameworkAddComponentFlags::AddUnique);
// Handle is RAII — destroying it removes the request and cleans up injected components
FlagValueBehavior
None0Default, allows duplicates
AddUnique1Skip if same class already exists
AddIfNotChild2Skip if a child class already exists
UseAutoGeneratedName4Auto-generated name instead of class name

Extension Handlers and Events

TSharedPtr<FComponentRequestHandle> ExtHandle = CompMgr->AddExtensionHandler(
    TSoftClassPtr<AActor>(AMyCharacter::StaticClass()),
    FExtensionHandlerDelegate::CreateUObject(this, &UMyAction::OnExtension));

void UMyAction::OnExtension(AActor* Actor, FName EventName)
{
    if (EventName == UGameFrameworkComponentManager::NAME_GameActorReady)
    { /* Actor fully initialized */ }
}

Standard event names: NAME_ReceiverAdded, NAME_ReceiverRemoved, NAME_ExtensionAdded, NAME_ExtensionRemoved, NAME_GameActorReady. Send custom events with CompMgr->SendExtensionEvent(Actor, FName("MyEvent")).


Init State System

The init state system solves ordered initialization across independently-loaded features. Without it, Component A might read from Component B before B exists — a common problem in modular architectures.

Registering Init States

Define project-wide init states as FGameplayTag values in a fixed order:

CompMgr->RegisterInitState(TAG_InitState_Spawning, false, FGameplayTag());
CompMgr->RegisterInitState(TAG_InitState_DataAvailable, false, TAG_InitState_Spawning);
CompMgr->RegisterInitState(TAG_InitState_DataInitialized, false, TAG_InitState_DataAvailable);
CompMgr->RegisterInitState(TAG_InitState_GameplayReady, false, TAG_InitState_DataInitialized);

Changing and Observing Init State

// Advance a feature's state
bool bChanged = CompMgr->ChangeFeatureInitState(
    MyActor, FName("MyComponent"), this, TAG_InitState_DataAvailable);

// Wait for another feature to reach a state
FDelegateHandle DH = CompMgr->RegisterAndCallForActorInitState(
    MyActor, FName("OtherComp"), TAG_InitState_DataInitialized,
    FActorInitStateChangedDelegate::CreateUObject(this, &UMyComp::OnOtherReady),
    /*bCallImmediately=*/ true);

// Check if all features reached a state
bool bAllReady = CompMgr->HaveAllFeaturesReachedInitState(
    MyActor, TAG_InitState_GameplayReady, /*ExcludingFeature=*/ NAME_None);

IGameFrameworkInitStateInterface

Implement on components for structured init state progression:

UCLASS()
class UMyModularComponent : public UPawnComponent,
    public IGameFrameworkInitStateInterface
{
    GENERATED_BODY()
public:
    virtual FName GetFeatureName() const override { return TEXT("MyFeature"); }
    virtual bool CanChangeInitState(UGameFrameworkComponentManager* Manager,
        FGameplayTag CurrentState, FGameplayTag DesiredState) const override;
    virtual void HandleChangeInitState(UGameFrameworkComponentManager* Manager,
        FGameplayTag CurrentState, FGameplayTag DesiredState) override;
    virtual void CheckDefaultInitialization() override;

    virtual void BeginPlay() override
    {
        Super::BeginPlay();
        RegisterInitStateFeature();
    }
    virtual void EndPlay(const EEndPlayReason::Type Reason) override
    {
        UnregisterInitStateFeature();
        Super::EndPlay(Reason);
    }
};

ContinueInitStateChain(TArray<FGameplayTag>{State1, State2, State3}) attempts to advance through a sequence of states. Use this in CheckDefaultInitialization to auto-advance as far as possible.


Modular Component Hierarchy

The ModularGameplay plugin provides typed base components for gameplay framework actors:

Base ClassParentTyped Accessor
UGameFrameworkComponentUActorComponentNone (generic base)
UPawnComponentUGameFrameworkComponentGetPawn<T>(), GetPawnChecked<T>()
UControllerComponentUGameFrameworkComponentGetController<T>(), GetControllerChecked<T>()
UGameStateComponentUGameFrameworkComponentGetGameState<T>(), GetGameStateChecked<T>()
UPlayerStateComponentUGameFrameworkComponentGetPlayerState<T>(), GetPlayerStateChecked<T>()

Use these instead of raw UActorComponent for type-safe owner access and init state integration.


Experience System Pattern

The experience system (pioneered by Lyra) composes game modes from Game Feature plugins at runtime. Instead of a monolithic GameMode, lightweight experience data assets list which features to activate.

Core Flow

GameMode::InitGame()
  → Load UExperienceDefinition (from map or URL options)
    → For each feature: LoadAndActivateGameFeaturePlugin()
    → All loaded → OnExperienceLoaded broadcast
      → Components initialize, gameplay begins

A UExperienceManagerComponent on AGameStateBase orchestrates loading. Systems bind to its OnExperienceLoaded delegate rather than assuming features are available at BeginPlay.

See references/experience-system.md for the full pattern with code templates.


Project Policies

UGameFeaturesProjectPolicies controls feature loading behavior. Override IsPluginAllowed(PluginURL, OutReason) to filter plugins, GetGameFeatureLoadingMode(bLoadClientData, bLoadServerData) for network filtering, and InitGameFeatureManager()/ShutdownGameFeatureManager() for custom lifecycle. Register via DefaultGame.ini under GameFeaturesSubsystemSettings.

See references/game-feature-patterns.md for the full policies subclass template.


Common Mistakes

Missing receiver registration:

// WRONG — components never injected, no error logged
void AMyCharacter::BeginPlay() { Super::BeginPlay(); }
// RIGHT
void AMyCharacter::BeginPlay()
{
    Super::BeginPlay();
    UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this);
}

Leaking FComponentRequestHandle:

// WRONG — handle destroyed immediately, component removed next frame
CompMgr->AddComponentRequest(ActorClass, CompClass, Flags);
// RIGHT — store for lifetime of injection
RequestHandle = CompMgr->AddComponentRequest(ActorClass, CompClass, Flags);

Using BeginPlay for cross-component init:

// WRONG — modular components may not exist yet
void UMyComp::BeginPlay() { GetOwner()->FindComponentByClass<UOther>()->Configure(); }
// RIGHT — use init state system to wait for dependencies
void UMyComp::HandleChangeInitState(/*...*/, FGameplayTag DesiredState)
{
    if (DesiredState == TAG_InitState_DataInitialized)
        GetOwner()->FindComponentByClass<UOther>()->Configure();
}

Forgetting PauseDeactivationUntilComplete delegate: If you call PauseDeactivationUntilComplete but never invoke the returned delegate, plugin deactivation hangs indefinitely. Always invoke it, even on error paths.

Wrong subsystem type for ComponentManager:

// WRONG — NOT an engine subsystem
GEngine->GetEngineSubsystem<UGameFrameworkComponentManager>();
// RIGHT — UGameInstanceSubsystem
GetGameInstance()->GetSubsystem<UGameFrameworkComponentManager>();

Related Skills

  • ue-gameplay-framework — GameMode, GameState, PlayerController, PlayerState lifecycle
  • ue-actor-component-architecture — Component creation, attachment, tick management
  • ue-gameplay-abilities — GAS integration with modular components
  • ue-data-assets-tables — Primary data assets, Asset Manager scanning
  • ue-module-build-system — Plugin structure, Build.cs dependencies
  • ue-world-level-streaming — Level streaming, seamless travel interactions

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02

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能力 2

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能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

39.34%
按下载量换算238

Claude

27.59%
按下载量换算167

Cursor

20.49%
按下载量换算124

Gemini CLI

10.23%
按下载量换算62

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

执行命令

安装流程涉及命令执行,可能通过 npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-game-features 联网下载 Skill 或依赖。用户安装前应确认命令来源、仓库内容和执行环境。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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