[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6ESBK99CYWRZE6SWH7VT24A":3,"skill-same:01M6ESBK99CYWRZE6SWH7VT24A":66},{"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":25,"linkOnly":26,"markdownContent":27,"markdownBody":28,"frontMatter":29,"refName":32,"commitSha":33,"skillDirectory":34,"forksCount":35,"repositoryHtmlUrl":36,"repositoryHomepageUrl":37,"ownerHtmlUrl":38,"ownerBlogUrl":39,"ownerDescription":40,"updatedAt":41,"install":42,"resources":55},"01M6ESBK99CYWRZE6SWH7VT24A","unreal-build-movement",null,"Build Unreal locomotion and network movement through CharacterMovement or an explicitly selected Mover implementation.","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-movement\u002FSKILL.md",[],[19,20,21,22,23,24],"build","unreal","unreal build movement","network","implementation","locomotion","2026-11-10 10:12:30",false,"---\nname: unreal-build-movement\ndescription: Build Unreal locomotion and network movement through CharacterMovement or an explicitly selected Mover implementation.\nengines: [UNREAL]\n---\n\n# Unreal Build Movement\n\n## When to use\n\nImplement locomotion modes, collision-aware character movement, root-motion displacement or movement prediction. General rigid-body simulation belongs to physics; input bindings remain controls.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-build-movement` before edits or tool launches. Require effective engine `UNREAL` and `compatible: true`; revalidate task override evidence and permitted output scope. Skill selection never selects the engine.\n\nRead actor type, engine release, selected movement implementation, animation\u002Froot motion, navigation agent and network topology. Mover is an explicit version-qualified selection. Keep observed context\u002Fevidence in resolved `.hephaera\u002F.cache\u002Ftasks\u002F\u003Ctask>\u002F`; preserve `ENGINE.md`.\n\n## Workflow\n\n1. Give locomotion one transform authority: existing CharacterMovement or the selected Mover path. Route player and AI intent into it rather than adding a competing transform loop.\n2. Specify movement modes\u002Ftransitions, acceleration\u002Fbraking, gravity, floor\u002Fslope\u002Fstep behavior and collision shape in project units. Define blocked movement, moving bases, teleport and recovery.\n3. Integrate root motion and motion warping through supported animation\u002Fmovement seams. Distinguish visual pose from authoritative displacement and reconcile interruption or mode change.\n4. Extend CharacterMovement saved-move\u002Fcompressed\u002Fnetwork data where required by custom modes. Preserve replay\u002Fcorrection, validate server inputs and bound\u002Fquantize custom payloads instead of replicating arbitrary per-frame state.\n5. For explicitly selected Mover, inspect plugin maturity, backend, supported features and platform limitations. Resolve migration of input, animation, navigation and multiplayer before replacing an existing system.\n6. Cancel owned movement on stun, unpossession, AI abort, death and relevant pause. Clear stale input\u002Fpath intent so replacement pawns cannot receive previous-generation commands.\n7. Profile collision sweeps, movement updates, correction magnitude\u002Ffrequency and representative crowds against project budgets.\n\nRead [locomotion and prediction boundaries](references\u002Flocomotion-prediction-boundaries.md) when extending movement or integrating networking.\n\n## Verification\n\nExercise slopes\u002Fsteps, blocked movement, moving bases, root-motion interruption, mode changes and stop\u002Fdisable behavior. Use separate server\u002Fclient processes for replay and correction under latency\u002Floss. A standalone sweep is collision evidence, not networking evidence.\n\n## Output\n\nLocomotion ownership\u002Fmode graph, native movement configuration\u002Fextensions, bounded prediction payloads and separated standalone\u002Fnetwork\u002Fplayer evidence. Record environment, expected\u002Fobserved outcomes and blocked\u002Fnot-run checks.\n\n## Boundaries\n\nNo implicit plugin activation, installation or movement-system migration. Match host headers and target platform. Preserve native asset authoring, budgets and approval\u002Fpublication gates.\n","# Unreal Build Movement\n\n## When to use\n\nImplement locomotion modes, collision-aware character movement, root-motion displacement or movement prediction. General rigid-body simulation belongs to physics; input bindings remain controls.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-build-movement` before edits or tool launches. Require effective engine `UNREAL` and `compatible: true`; revalidate task override evidence and permitted output scope. Skill selection never selects the engine.\n\nRead actor type, engine release, selected movement implementation, animation\u002Froot motion, navigation agent and network topology. Mover is an explicit version-qualified selection. Keep observed context\u002Fevidence in resolved `.hephaera\u002F.cache\u002Ftasks\u002F\u003Ctask>\u002F`; preserve `ENGINE.md`.\n\n## Workflow\n\n1. Give locomotion one transform authority: existing CharacterMovement or the selected Mover path. Route player and AI intent into it rather than adding a competing transform loop.\n2. Specify movement modes\u002Ftransitions, acceleration\u002Fbraking, gravity, floor\u002Fslope\u002Fstep behavior and collision shape in project units. Define blocked movement, moving bases, teleport and recovery.\n3. Integrate root motion and motion warping through supported animation\u002Fmovement seams. Distinguish visual pose from authoritative displacement and reconcile interruption or mode change.\n4. Extend CharacterMovement saved-move\u002Fcompressed\u002Fnetwork data where required by custom modes. Preserve replay\u002Fcorrection, validate server inputs and bound\u002Fquantize custom payloads instead of replicating arbitrary per-frame state.\n5. For explicitly selected Mover, inspect plugin maturity, backend, supported features and platform limitations. Resolve migration of input, animation, navigation and multiplayer before replacing an existing system.\n6. Cancel owned movement on stun, unpossession, AI abort, death and relevant pause. Clear stale input\u002Fpath intent so replacement pawns cannot receive previous-generation commands.\n7. Profile collision sweeps, movement updates, correction magnitude\u002Ffrequency and representative crowds against project budgets.\n\nRead [locomotion and prediction boundaries](references\u002Flocomotion-prediction-boundaries.md) when extending movement or integrating networking.\n\n## Verification\n\nExercise slopes\u002Fsteps, blocked movement, moving bases, root-motion interruption, mode changes and stop\u002Fdisable behavior. Use separate server\u002Fclient processes for replay and correction under latency\u002Floss. A standalone sweep is collision evidence, not networking evidence.\n\n## Output\n\nLocomotion ownership\u002Fmode graph, native movement configuration\u002Fextensions, bounded prediction payloads and separated standalone\u002Fnetwork\u002Fplayer evidence. Record environment, expected\u002Fobserved outcomes and blocked\u002Fnot-run checks.\n\n## Boundaries\n\nNo implicit plugin activation, installation or movement-system migration. Match host headers and target platform. Preserve native asset authoring, budgets and approval\u002Fpublication gates.\n",{"name":5,"engines":30,"description":7},[31],"UNREAL","main","f819d9a9c7d641d8c7e14b59560a4fd358ec4630","skills\u002Funreal-build-movement",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 12:12:19",{"source":8,"skillName":5,"commands":43,"prompt":53,"zipAvailable":54},[44,47,50],{"tool":45,"command":46},"npx","npx skills add TimothyMeadows\u002FHephaera --skill unreal-build-movement",{"tool":48,"command":49},"bunx","bunx skills add TimothyMeadows\u002FHephaera --skill unreal-build-movement",{"tool":51,"command":52},"pnpm","pnpm dlx skills add TimothyMeadows\u002FHephaera --skill unreal-build-movement","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-movement\u002FSKILL.md",true,[56,62],{"path":57,"resourceType":58,"resourceTypeDesc":59,"sizeBytes":60,"sourceHtmlUrl":61},"agents\u002Fopenai.yaml","REFERENCE","参考文档",279,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-movement\u002Fagents\u002Fopenai.yaml",{"path":63,"resourceType":58,"resourceTypeDesc":59,"sizeBytes":64,"sourceHtmlUrl":65},"references\u002Flocomotion-prediction-boundaries.md",2650,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-movement\u002Freferences\u002Flocomotion-prediction-boundaries.md",[67,92,116,135,154,173],{"skillNo":68,"name":69,"nameZh":6,"description":70,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":71,"categories":72,"keywords":73,"publishedAt":25},"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",[],[74,75,76,77,78,79,80,81,82,83,84,85,86,87,88,89,90,91],"game","verify","lifecycle","verify web3 game lifecycle","web3","with","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":25},"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",[],[74,99,75,100,101,102,103,104,105,106,107,108,109,110,111,112,84,113,114,115],"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":25},"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",[],[74,123,100,101,124,78,125,126,127,128,103,129,76,130,131,132,133,89,134],"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":25},"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",[],[74,142,143,144,145,83,146,147,148,149,150,151,152,153],"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":25},"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",[],[74,161,143,89,91,162,163,104,149,164,109,165,166,79,167,168,169,170,171,172],"integrate game asset trading","reconciliation","idempotent operations","retries","listing","idempotent","nft","approvals","operations","marketplace","integration","intents",{"skillNo":174,"name":175,"nameZh":6,"description":176,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":177,"categories":178,"keywords":179,"publishedAt":25},"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",[],[74,180,19,181,182,104,183,148,184,87,185,109,110,186,79,187,188,75,189,190],"evm","build evm game contracts","contracts","deployment","collections","host","author","admin","signing","mint","tooling"]