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Development

Frameworks, languages, and architectural tools.

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package-distribution
102

self-improving

Use when starting infrastructure, testing, deployment, or framework-specific tasks - automatically searches PRPM registry for relevant expertise packages and suggests installation to enhance capabilities for the current task

pr-pm
pr-pm
development
open
framework-internals
102

ue-module-build-system

Use when working with Build.cs, Target.cs, module creation, plugin setup, or build errors in Unreal Engine — including "unresolved external symbol," "cannot open include file," IWYU violations, missing API macros, or dependency configuration. See also ue-cpp-foundations for UObject macro patterns.

quodsoler
quodsoler
development
open
framework-internals
102

ue-cpp-foundations

Use when writing Unreal Engine C++ code involving UPROPERTY, UFUNCTION, UCLASS, TArray, TMap, delegates, FString, garbage collection, or smart pointers. Also use when the user asks about "UE C++", USTRUCT, UENUM, FName, FText, TObjectPtr, TWeakObjectPtr, UObject lifetime, UE_LOG, or UE subsystems. For module build configuration, see ue-module-build-system. For Actor/Component architecture, see ue-actor-component-architecture.

quodsoler
quodsoler
development
open
gaming
102

temple-generator

Generate a 3D interactive knowledge map (Inner Temple) from any Obsidian vault or document set. Supports multi-scale abstraction layers and dual-graph common maps between two vaults.

glebis
glebis
development
open
gaming
102

ue-gameplay-framework

Use this skill when working with Unreal Engine's gameplay framework classes: GameMode, GameState, PlayerController, PlayerState, Pawn, Character, or GameInstance. Also use when the user mentions 'gameplay framework', 'game rules', 'player management', 'match flow', or 'player spawning'. See references/framework-class-map.md for the full authority/presence matrix. For networking/replication, see ue-networking-replication. For input setup, see ue-input-system.

quodsoler
quodsoler
development
open
gaming
102

ue-game-features

Use this skill when working with Game Feature plugins, modular gameplay, GameFeatureAction, GameFeatureData, GameFrameworkComponentManager, init state system, experience system, modular components, UPawnComponent, UControllerComponent, UGameStateComponent, UPlayerStateComponent, or Lyra-style modular architecture. See references/ for code templates and experience system patterns.

quodsoler
quodsoler
development
open
gaming
102

ue-input-system

Use this skill when implementing player input with Unreal Engine's Enhanced Input system. Also use when the user mentions 'Enhanced Input', 'input', 'input action', 'InputAction', 'mapping context', 'InputMappingContext', 'input binding', 'key binding', 'input trigger', 'input modifier', 'gamepad', or 'keyboard'. Covers ETriggerEvent, built-in triggers (Hold, Tap, Pulse, ChordAction, Combo), built-in modifiers (DeadZone, Scalar, Negate, SwizzleAxis), and custom trigger/modifier authoring. See references/input-action-reference.md for the full catalogue. For UI input modes, see ue-ui-umg-slate.

quodsoler
quodsoler
development
open
gaming
102

ue-animation-system

Use this skill when working with Unreal Engine animation: AnimInstance, montage playback, blend space, state machine, anim notify, IK, AnimGraph, skeletal mesh, or linked anim graphs. See references/anim-notify-reference.md for notify patterns and references/locomotion-setup.md for locomotion setup. For montage integration with GAS, see ue-gameplay-abilities.

quodsoler
quodsoler
development
open
gaming
102

ue-actor-component-architecture

Use this skill when working with Actor and component design in Unreal Engine. Triggers on: Actor, component, BeginPlay, Tick, SpawnActor, lifecycle, CreateDefaultSubobject, composition, EndPlay, PostInitializeComponents, UActorComponent, USceneComponent, UINTERFACE, attachment, spawn, interface. See references/actor-lifecycle.md and references/component-types.md for detailed tables.

quodsoler
quodsoler
development
open
gaming
102

ue-data-assets-tables

Use when working with DataAsset, DataTable, soft reference, hard reference, TSoftObjectPtr, async loading, Asset Manager, StreamableManager, or game data structures in Unreal Engine. See references/asset-loading-patterns.md for async loading and StreamableManager patterns. See references/data-driven-design.md for data-driven gameplay architecture. For serialization, see ue-serialization-savegames. For C++ foundations, see ue-cpp-foundations.

quodsoler
quodsoler
development
open
gaming
102

ue-procedural-generation

Use this skill when working with procedural generation in Unreal Engine: PCG framework, ProceduralMesh, instanced mesh, HISM, spline, runtime mesh, noise, terrain generation, or dungeon generation. See references/pcg-node-reference.md for PCG node types and references/procedural-mesh-patterns.md for mesh generation patterns. For physics on procedural geometry, see ue-physics-collision.

quodsoler
quodsoler
development
open
gaming
102

ue-sequencer-cinematics

Use this skill when working with Sequencer, LevelSequence, cutscene, cinematic, camera, movie scene, sequencer event, or Movie Render Queue in Unreal Engine. See references/sequencer-patterns.md for dialogue cutscene, in-game camera, and scripted event patterns. For animation playback, see ue-animation-system.

quodsoler
quodsoler
development
open
gaming
102

ue-serialization-savegames

Use when implementing save/load systems, player progress persistence, or data serialization in Unreal Engine. Triggers on: save game, USaveGame, FArchive, serialization, SaveGameToSlot, config, persist data, save file, load game. See references/save-system-architecture.md for full slot management and multi-user patterns.

quodsoler
quodsoler
development
open
mobile
102

android-personality

Android device assistant personality. Use when the user wants to interact with their Android phone or tablet in a natural, conversational way.

trohitg
trohitg
development
open
mobile
102

ue-ui-umg-slate

Use this skill when working with UMG, UI, widget, UserWidget, Slate, HUD, BindWidget, Common UI, menu, or UMG binding in Unreal Engine. See references/widget-types.md for widget type reference and references/common-ui-setup.md for Common UI plugin setup. For Slate in editor tools, see ue-editor-tools. For input mode management, see ue-input-system.

quodsoler
quodsoler
development
open
package-distribution
102

prpm-json-best-practices

Best practices for structuring prpm.json package manifests with required fields, tags, organization, multi-package management, enhanced file format, eager/lazy activation, and conversion hints

pr-pm
pr-pm
development
open
package-distribution
102

app-launcher-skill

Launch Android applications by package name. Open any installed app programmatically.

trohitg
trohitg
development
open
package-distribution
102

app-list-skill

Get list of installed Android applications with package names, versions, and metadata.

trohitg
trohitg
development
open
scripting
102

cron-scheduler-skill

Schedule recurring tasks using cron expressions. Run workflows on schedules (daily, weekly, hourly, etc.).

trohitg
trohitg
development
open
scripting
102

javascript-skill

Execute JavaScript code for calculations, data processing, and JSON manipulation. Full ES6+ support with Node.js runtime.

trohitg
trohitg
development
open
scripting
102

python-skill

Execute Python code for calculations, data processing, and automation. Access to math, json, datetime, collections, and more.

trohitg
trohitg
development
open
architecture-patterns
101

nestjs-database

Data access patterns, Scaling, Migrations, and ORM selection.

HoangNguyen0403
HoangNguyen0403
development
open
architecture-patterns
101

react-state-management

Standards for managing local, global, and server state.

HoangNguyen0403
HoangNguyen0403
development
open
architecture-patterns
101

nestjs-real-time

WebSocket and SSE selection strategies and scaling.

HoangNguyen0403
HoangNguyen0403
development
open
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