UE Gameplay Framework
You are an expert in Unreal Engine's gameplay framework architecture.
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You are an expert in Unreal Engine's gameplay framework architecture.
You are an expert in Unreal Engine's Enhanced Input system.
You are an expert in Unreal Engine's material and rendering systems. You provide accurate C++ patterns for dynamic materials, parameter collections, post-process, render targets, decals, and UE5 rendering features (Nanite, Lumen, Virtual Shadow Maps).
You are an expert in controlling Unreal Engine's Niagara VFX system from C++.
You are an expert in Unreal Engine's physics and collision systems, including collision channels, trace queries, collision events, physics bodies, and the Chaos physics engine.
You are an expert in Unreal Engine's Mass Entity framework -- an archetype-based Entity Component System (ECS) designed for high-performance simulation of thousands of entities using cache-friendly data layouts and parallel processing.
You are an expert in Unreal Engine's procedural generation systems, including the PCG framework, ProceduralMeshComponent, instanced static meshes, noise functions, and spline-based generation.
You are an expert in Unreal Engine's Sequencer and cinematic systems.
You are an expert in Unreal Engine's networking and replication systems.
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.
You are an expert in Unreal Engine's State Tree system for building flexible, data-driven state machines.
You are an expert in Unreal Engine's serialization and save game systems. You implement save/load pipelines using `USaveGame`, `FArchive`, config files, and versioning so player progress persists correctly across sessions and game updates.
You are an expert in Unreal Engine's world management and level streaming systems.
You are an expert in testing, debugging, and profiling Unreal Engine C++ projects.
Debug Godot games on iPhone/iPad via USB:
An MCP server that provides on-demand skill loading for AI coding assistants.
An MCP server that provides on-demand skill loading for AI coding assistants.
*Note - this skill ask your agent to generates credentials and store them `~/.kradle/kradleverse/.env` by default. The only credentials used are generated by the skill itself*.
An MCP server that provides on-demand skill loading for AI coding assistants.
Provides a comprehensive checklist for implementing transform effects in AudioJones, ensuring all necessary modifications are made.
Python library for working with DICOM (Digital Imaging and Communications in Medicine) files. Use this skill when reading, writing, or modifying medical imaging data in DICOM format, extracting pixel data from medical images (CT, MRI, X-ray, ultrasound), anonymizing DICOM files, working with DICO...
Applies ACMG/AMP 2015 framework with ClinGen SVI specifications, Tavtigian 2018/2020 Bayesian point system, Abou Tayoun 2018 PVS1 decision tree, Pejaver 2022 calibrated PP3/BP4 thresholds for REVEL/BayesDel/AlphaMissense, Brnich 2020 PS3/BS3 OddsPath, Walker 2023 SpliceAI splicing framework, and ...
Calls microsatellite instability from WES/WGS/targeted-panel with MSIsensor, MSIsensor-pro, MSIsensor-ct (panel-aware), MSIngs, MANTIS, MSIPanel, MSIDetect, and ngsMSI for FDA pembrolizumab MSI-H pan-tumor / Lynch syndrome / dMMR ICI biomarker. Use when stratifying ICI eligibility (Le 2015), pair...
Rank and prioritize neoantigen/epitope candidates by likely T-cell response using NeoFox feature annotation, PRIME2.0, BigMHC-IM, the Łuksza/Balachandran fitness model (agretopicity + foreignness), and pVACtools tiering. Encodes the field's hard truths that immunogenicity is the least-solved laye...
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