All Agent Skills
41,263 results
- Tauri Dev Mcpjerrywu001Use when you need to visually verify or drive this Tauri app's running UI — taking screenshots, reading the live DOM, clicking real buttons, or calling real backend commands against real data. Covers launching the dev build with the MCP bridge compiled in, connecting the driver session, and shutting down cleanly. Not suitable for unit-test-only changes, or when the user only wants the code read.
- Luobo Pptzhouwei713做 PPT 和美化 PPT 的一站式 skill,输出可编辑的原生 .pptx。从零生成时,给一个题目、一篇文章或口播稿、一份大纲,产出结论式标题、带口播备注、风格统一的 PPT;按参考图美化时,给一份朴素的 .pptx 和一张参考图,文字一字不改地换上统一的配色、母版、版式、图标和插画。当用户说"做个PPT""把这篇文章做成PPT""生成口播PPT""美化PPT""照这张图的风格改PPT""套个风格""make slides""beautify my deck",或丢来 pptx、文章、大纲时,务必使用此skill。生图模型可配置,没配置时自动用程序化插画兜底。
- Media Downloaderyizhiyanhua-ai智能媒体下载器。根据用户描述自动搜索和下载图片、视频片段,支持视频自动剪辑。 Smart media downloader. Automatically search and download images/video clips based on user description, with auto-trimming support. 触发方式 Triggers: "下载图片", "找视频", "download media", "download images", "find video", "/media"
- Official Document SkillLiuxiangjian-aiDraft, revise, polish, humanize, and quality-check Chinese official documents and government-style practical writing (公文、党政机关公文、事务文书、申论应用文、人民日报风格政务表达), producing deliverable drafts with correct document type, format, restrained institutional tone, concrete facts, People's Daily-inspired expression discipline, humanizer-style AI-pattern cleanup, and reduced AI-flavored phrasing.
- Ue Actor Component ArchitecturequodsolerUse when writing or debugging AActor and UActorComponent C++: constructor vs BeginPlay, PostInitializeComponents, EndPlay cleanup, SpawnActor/SpawnActorDeferred/FinishSpawning, CreateDefaultSubobject, NewObject + RegisterComponent, SetupAttachment/AttachToComponent, tick groups, UChildActorComponent, UINTERFACE, actor pooling.
- Ue Ai NavigationquodsolerUse when writing Unreal Engine C++ AI — AI controllers, behavior tree nodes, blackboards, AI perception, navmesh pathfinding, EQS queries or Smart Objects. Also use when the user mentions 'AAIController', 'UBTTaskNode', 'ExecuteTask', 'FinishLatentTask', 'UBlackboardComponent', 'FBlackboardKeySelector', 'UAIPerceptionComponent', 'FAIStimulus', 'UAISenseConfig_Sight', 'MoveTo'…
- Ue Animation SystemquodsolerUse when writing or debugging Unreal Engine animation C++: AnimInstance subclasses, thread-safe update, FAnimInstanceProxy, montage playback and delegates, anim notifies, animation curves, blend spaces, anim state machines, linked anim layers, root motion.
- Ue Async ThreadingquodsolerUse when offloading work off the game thread, dispatching results back to it, running data-parallel loops, or scheduling timers and tickers in UE C++. Also use when the user mentions 'UE::Tasks::Launch', 'FPipe', 'FTaskEvent', 'AsyncTask', 'Async()', 'TFuture', 'TPromise', 'ParallelFor', 'FRunnable', 'FAsyncTask', 'FCriticalSection', 'FRWLock', 'UE::FMutex', 'TMpscQueue', 'IsInGameThread'…
- Ue Audio SystemquodsolerUse when playing, mixing or debugging sound in Unreal Engine — one-shot SFX, looping ambience, music, dialogue or procedural audio. Also use when the user mentions 'UAudioComponent', 'PlaySoundAtLocation', 'SpawnSoundAttached', 'SoundCue', 'MetaSound', 'UMetaSoundSource', 'SetFloatParameter', 'sound attenuation', 'spatialization', 'occlusion', 'sound concurrency', 'submix', 'audio bus', 'sound…
- Ue Character MovementquodsolerUse when writing or debugging UCharacterMovementComponent code: custom movement modes, floor detection, jumping, crouching, root motion, moving platforms, or client-side movement prediction. Also use when the user mentions 'CharacterMovementComponent', 'CMC', 'PhysCustom', 'PhysWalking', 'MOVE_Custom', 'FSavedMove_Character', 'GetCompressedFlags', 'FCharacterNetworkMoveData', 'MovementBase'…
- Ue Cpp FoundationsquodsolerUse when writing Unreal Engine C++ that touches the reflection system or core types: UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM, GENERATED_BODY, TObjectPtr, TWeakObjectPtr, TSharedPtr, FGCObject, TArray, TMap, TSet, TOptional, TVariant, DECLARE_DYNAMIC_MULTICAST_DELEGATE, AddDynamic, FName, FString, FText, UGameInstanceSubsystem, UWorldSubsystem, GetDefault, TNotNull.
- Ue Data Assets TablesquodsolerUse when modelling designer-authored game data in C++ and loading it: data assets, data tables, curve tables, soft references and asset streaming. Also use when the user mentions 'UDataAsset', 'UPrimaryDataAsset', 'UDataTable', 'FTableRowBase', 'FindRow', 'FDataTableRowHandle', 'TSoftObjectPtr', 'TSoftClassPtr', 'FSoftObjectPath', 'UAssetManager', 'LoadPrimaryAsset', 'FStreamableManager'…
- Ue Editor ToolsquodsolerUse 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'…
- Ue Game FeaturesquodsolerUse when building, activating or debugging Game Feature plugins and modular gameplay. Also use when the user mentions 'GameFeatureAction', 'UGameFeatureData', 'GameFeaturesSubsystem', 'LoadAndActivateGameFeaturePlugin', 'BuiltInInitialFeatureState', 'ExplicitlyLoaded', '.uplugin', 'GameFrameworkComponentManager', 'AddReceiver', 'AddComponentRequest', 'AddExtensionHandler', 'NAME_GameActorReady'…
- Ue Gameplay AbilitiesquodsolerUse when implementing or debugging the Gameplay Ability System in C++ — abilities, effects, attributes, cues and the AbilitySystemComponent. Also use when the user mentions 'GAS', 'UGameplayAbility', 'ActivateAbility', 'CommitAbility', 'UGameplayEffect', 'UAttributeSet', 'FGameplayAttributeData', 'AbilitySystemComponent', 'InitAbilityActorInfo', 'GiveAbility', 'TryActivateAbility', 'ability…
- Ue Gameplay FrameworkquodsolerUse 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.
- Ue Input SystemquodsolerUse when wiring player input in Unreal C++ with Enhanced Input — input actions, mapping contexts, triggers, modifiers, binding handlers and runtime key rebinding. Also use when the user mentions 'Enhanced Input', 'UInputAction', 'UInputMappingContext', 'AddMappingContext', 'BindAction', 'SetupPlayerInputComponent', 'ETriggerEvent', 'input trigger', 'input modifier', 'SwizzleAxis', 'dead zone'…
- Ue Mass EntityquodsolerUse when writing or debugging Mass Entity ECS code in Unreal Engine C++ — processors, queries, fragments, tags, observers, traits, spawning and large-scale agent simulation. Also use when the user mentions 'MassEntity', 'UMassProcessor', 'FMassEntityQuery', 'ForEachEntityChunk', 'FMassEntityManager', 'FMassFragment', 'FMassTag', 'FTransformFragment', 'UMassObserverProcessor', 'ObservedTypes'…
- Ue Materials RenderingquodsolerUse when writing C++ for materials or rendering — dynamic material instances, material parameter collections, render targets, scene capture, post process, decals, Nanite, Lumen, MegaLights, Substrate. Also use when the user mentions 'MID', 'CreateDynamicMaterialInstance', 'SetScalarParameterValue', 'UMaterialInstanceDynamic', 'material parameter collection', 'UTextureRenderTarget2D'…
- Ue Module Build SystemquodsolerUse when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error. Also use when the user mentions 'unresolved external symbol', 'LNK2019', 'cannot open include file', 'C1083', 'MODULENAME_API', 'PublicDependencyModuleNames', 'IWYU', 'PCHUsage', 'IMPLEMENT_MODULE', 'IMPLEMENT_PRIMARY_GAME_MODULE', 'LoadingPhase'…
- Ue Networking ReplicationquodsolerUse when writing multiplayer C++: replicating a property, choosing an RPC type, tuning relevancy or dormancy, registering replicated subobjects, or turning on push model or Iris. Also use when the user mentions 'replicate a variable', 'OnRep', 'DOREPLIFETIME', 'GetLifetimeReplicatedProps', 'Server RPC', 'NetMulticast', 'WithValidation', 'COND_OwnerOnly', 'HasAuthority', 'ENetRole'…
- Ue Niagara EffectsquodsolerUse when driving Niagara VFX from C++: spawning a system, overriding User parameters, binding data interfaces, sending gameplay data through Niagara Data Channels, pooling components or handling OnSystemFinished.
- Ue Physics CollisionquodsolerUse when setting up collision channels and profiles, running line/sweep/overlap queries, wiring hit and overlap events, or simulating rigid bodies in Unreal Engine C++. Also use when the user mentions 'collision channel', 'collision profile', 'LineTraceSingleByChannel', 'SweepSingleByChannel', 'OverlapMultiByObjectType', 'FHitResult', 'FCollisionQueryParams', 'FCollisionShape', 'OnComponentHit'…
- Ue Procedural GenerationquodsolerUse when generating world content or geometry procedurally in Unreal Engine: PCG graphs, custom PCG nodes in C++, runtime mesh building, instancing and seeded noise. Also use when the user mentions 'PCG', 'UPCGComponent', 'UPCGSettings', 'IPCGElement', 'UPCGBasePointData', 'surface sampler', 'static mesh spawner', 'runtime generation', 'CreateMeshSection', 'UProceduralMeshComponent'…