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ue-project-contextue 项目背景

Agent Skill

ue-project-context 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。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。

总安装

1,915

周安装

79

GitHub Stars

125

下载量

626
CodexClaudeCursorGemini CLI

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-project-context(ue 项目背景)
来源仓库:https://github.com/quodsoler/unreal-engine-skills
仓库路径:skills/ue-project-context
安装命令:
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-project-context
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-project-context

简介

ue-project-context 用于查找、检索和筛选相关信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中根据关键词、任务场景或来源线索快速定位候选结果。
  • 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 Project Context

You help UE developers create and maintain a project context document that other UE skills reference. This captures the engine version, module structure, plugin dependencies, coding conventions, and team practices specific to the user's project, so advice is always tailored rather than generic.

The document is stored at .agents/ue-project-context.md.


Workflow

Step 1: Check for Existing Context

First, check if .agents/ue-project-context.md already exists.

If it exists:

  • Read it and summarize what's captured
  • Ask which sections the user wants to update
  • Only gather information for those sections

If it doesn't exist, offer two options:

  1. Auto-draft from codebase (recommended): Scan the project files — .uproject, Source/*/Build.cs, Source/*/*.Target.cs, Config/*.ini, Plugins/ — and draft a V1 of the context document. The user reviews, corrects, and fills gaps. Faster than starting from scratch.
  2. Interactive questionnaire: Walk through each section conversationally, one at a time.

Most users prefer option 1. After presenting the auto-draft, ask: "What needs correcting? What's missing?"


Step 2: Gather Information

If Auto-Drafting

Scan these files and populate each section:

.uproject

  • EngineAssociation → engine version
  • Plugins[] → enabled plugins (name + enabled state)
  • Modules[] → module list and types

**Source/*/Build.cs** (one per module)

  • Module name (class name)
  • PublicDependencyModuleNames and PrivateDependencyModuleNames
  • Type field → Runtime, Editor, Developer, etc.
  • Any ThirdParty include/library paths

**Source/*/*.Target.cs**

  • Target types: Game, Editor, Server, Client
  • DefaultBuildSettings, ExtraModuleNames
  • Platform-specific conditions

Config/DefaultEngine.ini

  • ActiveGameNameRedirect, GameDefaultMap, GlobalDefaultGameMode
  • Any custom subsystem or plugin settings

Config/DefaultGame.ini

  • Project display name, version

**Plugins/*/**

  • Custom plugin directories → names and types

After scanning, draft all sections and present the document. Ask what needs correcting or is missing. Iterate until the user confirms it's accurate.

If Using Interactive Questionnaire

Walk through each section below one at a time. Do not dump all questions at once.

For each section:

  1. Briefly explain what you're capturing and why it matters
  2. Ask the relevant questions
  3. Confirm accuracy
  4. Move to the next section

Sections to Capture

1. Engine & Project Overview

Discovery questions:

  • What is the project name and a one-sentence description of what it is?
  • Which Unreal Engine version are you using (e.g., 5.3, 5.4)? Is this a launcher build or a source build?
  • What type of project is this: game, simulation, visualization, tool, plugin, or something else?
  • What genre or domain (e.g., first-person shooter, strategy, architectural viz, training sim)?
  • What are your target platforms (Windows, Mac, Linux, PS5, Xbox, iOS, Android, VR)?

2. Module Structure

Discovery questions:

  • How many modules does the project have? What are their names?
  • Which is the primary game module?
  • What type is each module: Runtime, Editor, Developer, or ThirdParty?
  • Are any modules shared libraries or standalone plugins?
  • Are there any modules under active development vs. stable/locked modules?

3. Plugin Dependencies

Discovery questions:

  • Which engine plugins are enabled (e.g., GameplayAbilities, EnhancedInput, CommonUI, Niagara, PCG, MetaSounds, Chaos, OnlineSubsystem)?
  • Do you use any Fab/Marketplace plugins? Which ones are critical to gameplay?
  • Do you have any custom or in-house plugins in the Plugins/ directory?
  • Are any plugins licensed with restrictions the AI should know about?

4. Coding Conventions

Discovery questions:

  • Do you follow Epic's standard UE naming prefixes (F, U, A, E, I)? Any exceptions or additions?
  • Do you use #pragma once or traditional header guards?
  • What DEFINE_LOG_CATEGORY names does the project use most?
  • What is your preferred assertion style: check(), ensure(), checkf(), or verify()?
  • How do you organize headers — separate Public/Private folders per module, or flat?
  • Any other code style rules the team enforces (e.g., no raw pointers for UObjects, always use TObjectPtr)?

5. Subsystems in Use

Discovery questions:

  • Do you have a custom GameMode or GameState? What are the class names?
  • What custom PlayerController and Pawn/Character classes exist?
  • Which UE subsystem types do you use: UGameInstanceSubsystem, UWorldSubsystem, ULocalPlayerSubsystem, UEngineSubsystem?
  • Do you have custom systems for inventory, dialogue, quest, save, UI management, or similar?
  • Are you using the Gameplay Ability System (GAS)? If so, what are your key Ability, Effect, and AttributeSet class names?

6. Build Configuration

Discovery questions:

  • Which build targets do you ship: Game, Editor, Server, Client, or a subset?
  • Do you define any custom preprocessor macros or build flags?
  • Do you integrate any third-party C++ libraries? Which ones and how (binary, source)?
  • Are there platform-specific code paths or compilation guards to be aware of?
  • Do you use a custom engine fork or any engine modifications?

7. Team Context (Optional)

Discovery questions:

  • How large is the team, and what are the main roles (engineers, designers, artists)?
  • What source control system do you use (Perforce, Git, Plastic SCM)?
  • Do you have a branching strategy or lock policy for assets?
  • Do you have a code review process? What's the bar for approval?
  • Are there documentation standards — in-code comments, Confluence, Notion, etc.?

Step 3: Create the Document

After gathering information, create .agents/ue-project-context.md with this structure:

# UE Project Context

*Last updated: [date]*

## Engine & Project Overview
**Engine version:** [e.g., UE 5.4 — Launcher build]
**Project name:** [name]
**Description:** [one sentence]
**Project type:** [game / simulation / visualization / tool]
**Genre / domain:** [e.g., third-person action RPG]
**Target platforms:**
- [Platform 1]
- [Platform 2]

## Module Structure
**Primary game module:** [ModuleName]

| Module | Type | Notes |
|--------|------|-------|
| [Name] | Runtime | Core gameplay |
| [Name] | Editor | Custom editor tools |
| [Name] | Developer | Shared utilities |

**Key dependencies per module:**
- **[ModuleName]**: PublicDeps: [list]; PrivateDeps: [list]

## Plugin Dependencies
**Engine plugins enabled:**
- [PluginName] — [brief purpose]

**Marketplace / Fab plugins:**
- [PluginName] — [brief purpose]

**Custom plugins:**
- [PluginName] — [brief purpose]

## Coding Conventions
**Naming prefixes:** Standard UE (F/U/A/E/I) [+ any exceptions]
**Header style:** `#pragma once`
**Log categories in use:**
- `LOG_[CategoryName]` — [scope]
**Assertion style:** [check / ensure / verify — preferred and rationale]
**Header organization:** [Public/Private folders per module / flat]
**Additional rules:**
- [Rule 1]
- [Rule 2]

## Subsystems in Use
**Gameplay framework:**
- GameMode: `[ClassName]`
- GameState: `[ClassName]`
- PlayerController: `[ClassName]`
- Pawn / Character: `[ClassName]`

**Subsystems:**
| Class | Type | Responsibility |
|-------|------|----------------|
| [ClassName] | UGameInstanceSubsystem | [purpose] |
| [ClassName] | UWorldSubsystem | [purpose] |

**Custom systems:**
- [System name]: [brief description and key classes]

**GAS usage:**
- Abilities: [base class name]
- Attribute Sets: [class names]
- Key gameplay tags: [list or "see Config/DefaultGameplayTags.ini"]

## Build Configuration
**Build targets:** [Game, Editor, Server, Client — which apply]
**Custom macros / build flags:**
- `[MACRO_NAME]` — [purpose]
**Third-party libraries:**
- [LibraryName] — [integration method: binary / source]
**Platform-specific notes:**
- [Platform]: [relevant constraint or code path]
**Engine modifications:** [None / Custom fork at [repo] — [what was changed]]

## Team Context
**Team size:** [N engineers, N designers, N artists]
**Source control:** [Perforce / Git / Plastic SCM]
**Branching strategy:** [description]
**Code review:** [process and bar]
**Documentation standards:** [in-code / Confluence / Notion / etc.]

Step 4: Confirm and Save

  • Show the completed document
  • Ask if anything needs adjustment before saving
  • Save to .agents/ue-project-context.md
  • Tell the user: "All other UE skills will now reference this context automatically. Run /ue-project-context anytime to update it as your project evolves."

Tips

  • Prioritize auto-draft: Even a partial scan saves significant back-and-forth.
  • Engine version matters: UE 5.0 vs 5.4 have meaningful API differences — always confirm it.
  • Module boundaries are important: Many UE compilation errors trace to incorrect dependency declarations; capture them accurately.
  • Ask for class names, not descriptions: "What's your GameMode called?" beats "Do you have a custom GameMode?"
  • GAS projects need extra detail: If GAS is in use, capture AttributeSet names and tag conventions — other skills rely on them heavily.
  • Skip inapplicable sections: Solo developers without team context don't need Section 7.
  • Note what's unknown: It's valid to write "Not yet established" for conventions the team hasn't decided. Don't invent answers.

Related Skills

Other UE skills that depend on this context:

  • ue-cpp-foundations — uses module names and coding conventions
  • ue-module-build-system — uses module structure and dependencies
  • ue-gameplay-abilities — uses GAS setup and attribute sets
  • ue-gameplay-framework — uses GameMode, GameState, and PlayerController classes
  • ue-actor-component-architecture — uses module structure and subsystem list
  • ue-input-system — uses Enhanced Input plugin status and PlayerController class
  • ue-ui-umg-slate — uses CommonUI plugin status and module structure
  • ue-networking-replication — uses build targets (Server/Client) and GameState class
  • ue-testing-debugging — uses log categories and module structure
  • ue-editor-tools — uses Editor module names and plugin list

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

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。

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只读

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