[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6ESAVS7SD5018K8C6W7EX3D":3,"skill-same:01M6ESAVS7SD5018K8C6W7EX3D":67},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":26,"linkOnly":27,"markdownContent":28,"markdownBody":29,"frontMatter":30,"refName":33,"commitSha":34,"skillDirectory":35,"forksCount":36,"repositoryHtmlUrl":37,"repositoryHomepageUrl":38,"ownerHtmlUrl":39,"ownerBlogUrl":40,"ownerDescription":41,"updatedAt":42,"install":43,"resources":56},"01M6ESAVS7SD5018K8C6W7EX3D","unreal-build-cinematics",null,"Build Unreal Sequencer playback and cinematic integration with real bindings, explicit clocks, interruption and state restoration.","TimothyMeadows\u002FHephaera","TimothyMeadows","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F4072037?v=4","01M6ERVE3WV9X55S1NT4W5FDGA","Timothy D Meadows II","01M6ERVE8H7CBATH6KYFDKG5CJ",4,"MIT","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-cinematics\u002FSKILL.md",[],[19,20,21,22,23,24,25],"build","unreal","cinematics","unreal build cinematics","state","integration","with","2026-11-10 10:12:30",false,"---\nname: unreal-build-cinematics\ndescription: Build Unreal Sequencer playback and cinematic integration with real bindings, explicit clocks, interruption and state restoration.\nengines: [UNREAL]\n---\n\n# Unreal Build Cinematics\n\n## When to use\n\nAuthor or integrate Unreal Level Sequences, runtime sequence playback, bindings, cinematic camera handoffs or selected movie-render workflows. Gameplay camera behavior belongs to the camera capability.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-build-cinematics` before writes or tool launches. Require effective engine `UNREAL` and `compatible: true`; revalidate task override evidence for every output scope. The skill never selects an engine.\n\nRecord actual Unreal version, LevelSequence\u002FMovieScene modules, map\u002Fsequence assets, actor bindings, player ownership, clock, target platform and shot budgets. Movie Render Queue, Control Rig, template sequences and other plugins are explicit selections.\n\n## Workflow\n\n1. Author real sequence and map assets through native tools. Define possessable\u002Fspawnable lifetime, binding identity, hierarchy, playback range and frame rates; verify bindings in the intended world and cooked content.\n2. Choose one playback owner per sequence request and retain its player\u002Factor and generation. Use the [Sequencer integration reference](references\u002Fsequencer-integration.md) for runtime APIs and version-specific restore semantics.\n3. Coordinate camera claims, input\u002FHUD restrictions and pause with current owners. Configure completion\u002Frestore policy explicitly; avoid global unpause, focus reset or restoring an obsolete camera after replacement.\n4. Define skip, seek, reverse, interruption, travel and actor-loss outcomes. Separate Stop from natural completion and handle queued callbacks safely. Critical gameplay outcomes require authoritative, idempotent rules independent of sampled event tracks.\n5. Select the sequence clock and dilation policy. Record display\u002Ftick resolution and evaluation assumptions; explicit seeks, timecode\u002Faudio synchronization and real-time playback have different behavior.\n6. For selected rendering workflows, stage outputs with exact shot\u002Fsequence, settings, dependencies and rights. Preserve editable sources and keep rendering approval and runtime asset promotion separate.\n\n## Verification\n\nExercise real bound-property changes, pause, stop\u002Frestore, natural completion, replacement, skip and invalid binding. Verify player camera\u002Finput\u002FHUD restoration and map\u002Fcook dependencies in a native target build. Record actual shot captures, audio sync and performance separately from structural\u002Fheadless tests; NullRHI cannot certify a cinematic image or soundtrack.\n\n## Output\n\nNative sequence\u002Fmap assets, binding and playback contract, clock\u002Frestore\u002Fcancel ownership, native tests and representative shot findings. Record environment, expected\u002Fobserved results and blocked\u002Fnot-run checks under the active `.hephaera\u002F.cache\u002Ftasks\u002F` task.\n\n## Boundaries\n\nDo not synthesize binary assets, enable optional rendering plugins, generate media, accept licenses or promote outputs implicitly. Existing art\u002Fmedia\u002Fprovenance and human review gates still apply.\n\n## References\n\n- [Sequencer integration](references\u002Fsequencer-integration.md): bindings, completion modes, authority and native evidence.\n","# Unreal Build Cinematics\n\n## When to use\n\nAuthor or integrate Unreal Level Sequences, runtime sequence playback, bindings, cinematic camera handoffs or selected movie-render workflows. Gameplay camera behavior belongs to the camera capability.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-build-cinematics` before writes or tool launches. Require effective engine `UNREAL` and `compatible: true`; revalidate task override evidence for every output scope. The skill never selects an engine.\n\nRecord actual Unreal version, LevelSequence\u002FMovieScene modules, map\u002Fsequence assets, actor bindings, player ownership, clock, target platform and shot budgets. Movie Render Queue, Control Rig, template sequences and other plugins are explicit selections.\n\n## Workflow\n\n1. Author real sequence and map assets through native tools. Define possessable\u002Fspawnable lifetime, binding identity, hierarchy, playback range and frame rates; verify bindings in the intended world and cooked content.\n2. Choose one playback owner per sequence request and retain its player\u002Factor and generation. Use the [Sequencer integration reference](references\u002Fsequencer-integration.md) for runtime APIs and version-specific restore semantics.\n3. Coordinate camera claims, input\u002FHUD restrictions and pause with current owners. Configure completion\u002Frestore policy explicitly; avoid global unpause, focus reset or restoring an obsolete camera after replacement.\n4. Define skip, seek, reverse, interruption, travel and actor-loss outcomes. Separate Stop from natural completion and handle queued callbacks safely. Critical gameplay outcomes require authoritative, idempotent rules independent of sampled event tracks.\n5. Select the sequence clock and dilation policy. Record display\u002Ftick resolution and evaluation assumptions; explicit seeks, timecode\u002Faudio synchronization and real-time playback have different behavior.\n6. For selected rendering workflows, stage outputs with exact shot\u002Fsequence, settings, dependencies and rights. Preserve editable sources and keep rendering approval and runtime asset promotion separate.\n\n## Verification\n\nExercise real bound-property changes, pause, stop\u002Frestore, natural completion, replacement, skip and invalid binding. Verify player camera\u002Finput\u002FHUD restoration and map\u002Fcook dependencies in a native target build. Record actual shot captures, audio sync and performance separately from structural\u002Fheadless tests; NullRHI cannot certify a cinematic image or soundtrack.\n\n## Output\n\nNative sequence\u002Fmap assets, binding and playback contract, clock\u002Frestore\u002Fcancel ownership, native tests and representative shot findings. Record environment, expected\u002Fobserved results and blocked\u002Fnot-run checks under the active `.hephaera\u002F.cache\u002Ftasks\u002F` task.\n\n## Boundaries\n\nDo not synthesize binary assets, enable optional rendering plugins, generate media, accept licenses or promote outputs implicitly. Existing art\u002Fmedia\u002Fprovenance and human review gates still apply.\n\n## References\n\n- [Sequencer integration](references\u002Fsequencer-integration.md): bindings, completion modes, authority and native evidence.\n",{"name":5,"engines":31,"description":7},[32],"UNREAL","main","f819d9a9c7d641d8c7e14b59560a4fd358ec4630","skills\u002Funreal-build-cinematics",3,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera","https:\u002F\u002Fhephaera.com\u002F","https:\u002F\u002Fgithub.com\u002FTimothyMeadows","http:\u002F\u002Fwww.timothymeadows.com","Software & AI Systems Architect | Distributed Systems & Agentic Platforms","2026-11-13 03:52:23",{"source":8,"skillName":5,"commands":44,"prompt":54,"zipAvailable":55},[45,48,51],{"tool":46,"command":47},"npx","npx skills add TimothyMeadows\u002FHephaera --skill unreal-build-cinematics",{"tool":49,"command":50},"bunx","bunx skills add TimothyMeadows\u002FHephaera --skill unreal-build-cinematics",{"tool":52,"command":53},"pnpm","pnpm dlx skills add TimothyMeadows\u002FHephaera --skill unreal-build-cinematics","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-cinematics\u002FSKILL.md",true,[57,63],{"path":58,"resourceType":59,"resourceTypeDesc":60,"sizeBytes":61,"sourceHtmlUrl":62},"agents\u002Fopenai.yaml","REFERENCE","参考文档",285,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-cinematics\u002Fagents\u002Fopenai.yaml",{"path":64,"resourceType":59,"resourceTypeDesc":60,"sizeBytes":65,"sourceHtmlUrl":66},"references\u002Fsequencer-integration.md",4296,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-cinematics\u002Freferences\u002Fsequencer-integration.md",[68,92,116,135,154,172],{"skillNo":69,"name":70,"nameZh":6,"description":71,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":72,"categories":73,"keywords":74,"publishedAt":26},"01M70V3EJ7JDFDFJ3XTKRGKRBP","verify-web3-game-lifecycle","Verify a game's selected Web3 asset, wallet, ownership and trading lifecycle with contract properties, canonical recovery, actual target evidence and separate release readiness.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-web3-game-lifecycle\u002FSKILL.md",[],[75,76,77,78,79,25,80,81,82,83,84,85,86,87,88,89,90,91],"game","verify","lifecycle","verify web3 game lifecycle","web3","evidence","readiness","release readiness","Wallet","recovery","properties","release","contract","canonical","asset","ownership","trading",{"skillNo":93,"name":94,"nameZh":6,"description":95,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":96,"categories":97,"keywords":98,"publishedAt":26},"01M70V3CS767H4M1FP4C2A7K51","verify-onchain-game-assets","Verify exact on-chain game collection ownership and quantities at canonical blocks, reconcile inventory events, and design honest match admission. Use for ERC721\u002FERC1155 inventory, reorg recovery, reservations, or transfer-during-match rules.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-onchain-game-assets\u002FSKILL.md",[],[75,99,76,100,101,102,103,104,105,106,107,108,109,110,111,112,84,113,114,115],"onchain","game assets","assets","verify onchain game assets","chain","for","inventory","reservations","design","erc721","use","Rules","collection","on-chain","at","blocks","reconcile",{"skillNo":117,"name":118,"nameZh":6,"description":119,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":120,"categories":121,"keywords":122,"publishedAt":26},"01M70TZYWE48MTM8CGGDMWSJDN","plan-web3-game-assets","Define an opt-in Ethereum, Base or Immutable game-asset lifecycle, including token identity, supply, rights, custody, game eligibility and chain-specific dependencies.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fplan-web3-game-assets\u002FSKILL.md",[],[75,123,100,101,124,79,125,126,127,128,103,129,77,130,131,132,133,89,134],"plan","plan web3 game assets","supply","opt","immutable","rights","dependencies","token","base","define","ethereum","identity",{"skillNo":136,"name":137,"nameZh":6,"description":138,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":139,"categories":140,"keywords":141,"publishedAt":26},"01M70TYYZ7SPZ7PE6A6GQ5RXQ9","integrate-game-wallets","Integrate explicit player-wallet connection, scoped SIWE authentication, authority invalidation and reviewed target-specific handoff without application-held player keys.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-wallets\u002FSKILL.md",[],[75,142,143,144,145,83,146,147,148,149,150,151,152,153],"integrate game wallets","integrate","wallets","siwe","keys","authentication","player","scoped","connection","authority","application","handoff",{"skillNo":155,"name":156,"nameZh":6,"description":157,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":158,"categories":159,"keywords":160,"publishedAt":26},"01M70TYX656BP1R0KWMYRX437R","integrate-game-asset-trading","Integrate explicitly selected game asset settlement with exact unsigned intents, scoped approvals, idempotent operations and canonical receipt reconciliation. Use for NFT listing, buying, cancellation, retries or marketplace integration.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-asset-trading\u002FSKILL.md",[],[75,161,143,89,91,162,163,104,149,164,109,165,166,25,167,168,169,170,24,171],"integrate game asset trading","reconciliation","idempotent operations","retries","listing","idempotent","nft","approvals","operations","marketplace","intents",{"skillNo":173,"name":174,"nameZh":6,"description":175,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":176,"categories":177,"keywords":178,"publishedAt":26},"01M70TWV3J83RAJMA7BC62CPAH","build-evm-game-contracts","Author and verify host-owned EVM game collections and explicit mint, burn, craft or admin rules with pinned Solidity tooling. Use for contract source and deployment candidates; deployment and player signing require separate authorization.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fbuild-evm-game-contracts\u002FSKILL.md",[],[75,179,19,180,181,104,182,148,183,87,184,109,110,185,25,186,187,76,188,189],"evm","build evm game contracts","contracts","deployment","collections","host","author","admin","signing","mint","tooling"]