[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6ESCEQ2M1KAASV72KXCGE5Y":3,"skill-same:01M6ESCEQ2M1KAASV72KXCGE5Y":78},{"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":31,"linkOnly":32,"markdownContent":33,"markdownBody":34,"frontMatter":35,"refName":38,"commitSha":39,"skillDirectory":40,"forksCount":41,"repositoryHtmlUrl":42,"repositoryHomepageUrl":43,"ownerHtmlUrl":44,"ownerBlogUrl":45,"ownerDescription":46,"updatedAt":47,"install":48,"resources":61},"01M6ESCEQ2M1KAASV72KXCGE5Y","unreal-run-tooling",null,"Run Unreal native compilation, asset validation, automation, cooking, packaging, and profiling with auditable results.","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-run-tooling\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30],"run","tooling","unreal","unreal run tooling","automation","validation","profiling","results","packaging","asset","native","with","2026-11-10 10:12:30",false,"---\nname: unreal-run-tooling\ndescription: Run Unreal native compilation, asset validation, automation, cooking, packaging, and profiling with auditable results.\nengines: [UNREAL]\n---\n\n# Unreal Run Tooling\n\n## When to use\n\nRun Unreal native compilation, asset validation, automation, cooking, packaging, and profiling with auditable results. Use this feature for Unreal-owned game code and content.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-run-tooling` before edits or tool launches. Continue only when the effective engine is `UNREAL` and the skill is eligible. Skill selection never selects the engine. Honor any validated task override and its permitted isolated output scope.\n\nLocate the matching Unreal installation\u002Fsource build, .uproject, compiler, target configurations, platform SDKs, plugins and project-owned automation entry points. Confirm availability and licensing without installing or accepting terms.\n\n## Workflow\n\n1. Resolve project\u002Foutput paths and native prerequisites before launch. Inspect argument arrays, time limits and process ownership; preserve user Editor sessions and do not overwrite unrelated build artifacts.\n2. Read [native build, editor and test ownership](references\u002Fnative-tooling.md) for module boundaries, Editor extensions, transactions and test\u002Freport requirements. Use Unreal Build Tool for the selected target\u002Fconfiguration and Unreal Header Tool through the normal build path. .Build.cs\u002F.Target.cs C# defines build behavior; it is not gameplay scripting and standalone C# compilation is not native validation.\n3. Run supported Blueprint compile and asset validation workflows for the matching engine version. Treat binary assets, maps, redirectors and plugin content as real packages; never create synthetic .uasset evidence.\n4. Execute the project's selected Automation\u002FFunctional tests with explicit test filters and fresh structured reports. Require the expected nonempty case set and terminal results; reject stale reports, incomplete cases, unexpected skips and process\u002Freport disagreement.\n5. Use the project's controlled AutomationTool BuildCookRun or equivalent pipeline with explicit platform, maps, configuration, staging and archive paths. Compile, cook, stage and package are distinct results with separate failure surfaces.\n6. Launch the produced player for startup\u002Fcontent\u002Finput\u002Fshutdown smoke tests. Capture Unreal Insights and target rendering\u002Fperformance evidence where required; retain actual executable and package identities.\n7. Bound execution and handle cancellation without leaving owned processes running. Preserve logs and report missing SDKs, engine binaries or plugins as blocked; simulated runners are labeled as simulations.\n\n## Verification\n\n- Use a controlled native fixture plus an intentional failing test or cook input to verify failures and empty test runs cannot pass silently.\n- Check generated build\u002Ftest\u002Fcook reports and independently launch the actual packaged artifact.\n- Separate commandlet\u002FNullRHI checks from visual, audio, physical-controller and target-device acceptance; no headless result establishes those outcomes.\n\n## Output\n\nEngine\u002Fcompiler\u002Fplatform identities, reproducible native commands, structured test\u002Fcook\u002Fpackage reports, hashed artifacts and player\u002Fprofiling evidence with blocked checks. Record environment, scope, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nDo not install toolchains, sign\u002Fpublish builds or fabricate native success. An unavailable matching engine blocks live acceptance while structural guidance can still be reviewed. Independent tools and services retain their own architecture contracts.\n\n## References\n\n- [Native build, editor and test ownership](references\u002Fnative-tooling.md): read for extensions, module rules, transactions, Automation and diagnostic workflows.\n- [Compiling Unreal C++ projects](https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Fcompiling-game-projects-in-unreal-engine-using-cplusplus). Match the documentation version to the project.\n- [Running Automation tests](https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Frun-automation-tests-in-unreal-engine). Match the documentation version to the project.\n\n","# Unreal Run Tooling\n\n## When to use\n\nRun Unreal native compilation, asset validation, automation, cooking, packaging, and profiling with auditable results. Use this feature for Unreal-owned game code and content.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-run-tooling` before edits or tool launches. Continue only when the effective engine is `UNREAL` and the skill is eligible. Skill selection never selects the engine. Honor any validated task override and its permitted isolated output scope.\n\nLocate the matching Unreal installation\u002Fsource build, .uproject, compiler, target configurations, platform SDKs, plugins and project-owned automation entry points. Confirm availability and licensing without installing or accepting terms.\n\n## Workflow\n\n1. Resolve project\u002Foutput paths and native prerequisites before launch. Inspect argument arrays, time limits and process ownership; preserve user Editor sessions and do not overwrite unrelated build artifacts.\n2. Read [native build, editor and test ownership](references\u002Fnative-tooling.md) for module boundaries, Editor extensions, transactions and test\u002Freport requirements. Use Unreal Build Tool for the selected target\u002Fconfiguration and Unreal Header Tool through the normal build path. .Build.cs\u002F.Target.cs C# defines build behavior; it is not gameplay scripting and standalone C# compilation is not native validation.\n3. Run supported Blueprint compile and asset validation workflows for the matching engine version. Treat binary assets, maps, redirectors and plugin content as real packages; never create synthetic .uasset evidence.\n4. Execute the project's selected Automation\u002FFunctional tests with explicit test filters and fresh structured reports. Require the expected nonempty case set and terminal results; reject stale reports, incomplete cases, unexpected skips and process\u002Freport disagreement.\n5. Use the project's controlled AutomationTool BuildCookRun or equivalent pipeline with explicit platform, maps, configuration, staging and archive paths. Compile, cook, stage and package are distinct results with separate failure surfaces.\n6. Launch the produced player for startup\u002Fcontent\u002Finput\u002Fshutdown smoke tests. Capture Unreal Insights and target rendering\u002Fperformance evidence where required; retain actual executable and package identities.\n7. Bound execution and handle cancellation without leaving owned processes running. Preserve logs and report missing SDKs, engine binaries or plugins as blocked; simulated runners are labeled as simulations.\n\n## Verification\n\n- Use a controlled native fixture plus an intentional failing test or cook input to verify failures and empty test runs cannot pass silently.\n- Check generated build\u002Ftest\u002Fcook reports and independently launch the actual packaged artifact.\n- Separate commandlet\u002FNullRHI checks from visual, audio, physical-controller and target-device acceptance; no headless result establishes those outcomes.\n\n## Output\n\nEngine\u002Fcompiler\u002Fplatform identities, reproducible native commands, structured test\u002Fcook\u002Fpackage reports, hashed artifacts and player\u002Fprofiling evidence with blocked checks. Record environment, scope, expected and observed results, evidence paths, and blocked or not-run checks separately from passes.\n\n## Boundaries\n\nDo not install toolchains, sign\u002Fpublish builds or fabricate native success. An unavailable matching engine blocks live acceptance while structural guidance can still be reviewed. Independent tools and services retain their own architecture contracts.\n\n## References\n\n- [Native build, editor and test ownership](references\u002Fnative-tooling.md): read for extensions, module rules, transactions, Automation and diagnostic workflows.\n- [Compiling Unreal C++ projects](https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Fcompiling-game-projects-in-unreal-engine-using-cplusplus). Match the documentation version to the project.\n- [Running Automation tests](https:\u002F\u002Fdev.epicgames.com\u002Fdocumentation\u002Funreal-engine\u002Frun-automation-tests-in-unreal-engine). Match the documentation version to the project.\n\n",{"name":5,"engines":36,"description":7},[37],"UNREAL","main","f819d9a9c7d641d8c7e14b59560a4fd358ec4630","skills\u002Funreal-run-tooling",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","2026-11-08 22:51:22",{"source":8,"skillName":5,"commands":49,"prompt":59,"zipAvailable":60},[50,53,56],{"tool":51,"command":52},"npx","npx skills add TimothyMeadows\u002FHephaera --skill unreal-run-tooling",{"tool":54,"command":55},"bunx","bunx skills add TimothyMeadows\u002FHephaera --skill unreal-run-tooling",{"tool":57,"command":58},"pnpm","pnpm dlx skills add TimothyMeadows\u002FHephaera --skill unreal-run-tooling","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-run-tooling\u002FSKILL.md",true,[62,68,72],{"path":63,"resourceType":64,"resourceTypeDesc":65,"sizeBytes":66,"sourceHtmlUrl":67},"agents\u002Fopenai.yaml","REFERENCE","参考文档",261,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-run-tooling\u002Fagents\u002Fopenai.yaml",{"path":69,"resourceType":64,"resourceTypeDesc":65,"sizeBytes":70,"sourceHtmlUrl":71},"references\u002Fnative-tooling.md",4512,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-run-tooling\u002Freferences\u002Fnative-tooling.md",{"path":73,"resourceType":74,"resourceTypeDesc":75,"sizeBytes":76,"sourceHtmlUrl":77},"SKILL.md.tmpl","OTHER","其他",15107,"https:\u002F\u002Fgithub.com\u002Fseastaradmin\u002Fmuse\u002Fblob\u002Fmain\u002F.claude\u002Fskills\u002Fgstack\u002Fskillify\u002FSKILL.md.tmpl",[79,102,126,145,164,183],{"skillNo":80,"name":81,"nameZh":6,"description":82,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":83,"categories":84,"keywords":85,"publishedAt":31},"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",[],[86,87,88,89,90,30,91,92,93,94,95,96,97,98,99,28,100,101],"game","verify","lifecycle","verify web3 game lifecycle","web3","evidence","readiness","release readiness","Wallet","recovery","properties","release","contract","canonical","ownership","trading",{"skillNo":103,"name":104,"nameZh":6,"description":105,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":106,"categories":107,"keywords":108,"publishedAt":31},"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",[],[86,109,87,110,111,112,113,114,115,116,117,118,119,120,121,122,95,123,124,125],"onchain","game assets","assets","verify onchain game assets","chain","for","inventory","reservations","design","erc721","use","Rules","collection","on-chain","at","blocks","reconcile",{"skillNo":127,"name":128,"nameZh":6,"description":129,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":130,"categories":131,"keywords":132,"publishedAt":31},"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",[],[86,133,110,111,134,90,135,136,137,138,113,139,88,140,141,142,143,28,144],"plan","plan web3 game assets","supply","opt","immutable","rights","dependencies","token","base","define","ethereum","identity",{"skillNo":146,"name":147,"nameZh":6,"description":148,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":149,"categories":150,"keywords":151,"publishedAt":31},"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",[],[86,152,153,154,155,94,156,157,158,159,160,161,162,163],"integrate game wallets","integrate","wallets","siwe","keys","authentication","player","scoped","connection","authority","application","handoff",{"skillNo":165,"name":166,"nameZh":6,"description":167,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":168,"categories":169,"keywords":170,"publishedAt":31},"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",[],[86,171,153,28,101,172,173,114,159,174,119,175,176,30,177,178,179,180,181,182],"integrate game asset trading","reconciliation","idempotent operations","retries","listing","idempotent","nft","approvals","operations","marketplace","integration","intents",{"skillNo":184,"name":185,"nameZh":6,"description":186,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":187,"categories":188,"keywords":189,"publishedAt":31},"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",[],[86,190,191,192,193,114,194,158,195,98,196,119,120,197,30,198,199,87,200,20],"evm","build","build evm game contracts","contracts","deployment","collections","host","author","admin","signing","mint"]