
Help team members set up NeoStack Agent Integration Kit with SipherGateway in their Unreal Engine project. Triggers on "NeoStack setup", "AIK setup", "SipherGateway", "configure AI agent in UE", "NeoStack profile".
Debug GAS (Gameplay Ability System) issues including ability activation failures, tag queries, attribute modifications, and effect application. Use when troubleshooting ability bugs, investigating GAS state, or tracing gameplay effect flow. Triggers on "GAS debug", "ability not activating", "gameplay tag issue", "attribute problem", "effect not applying", "ability system debug".
Generate Gameplay Effect assets from design specifications including duration, modifiers, stacking, and tags. Use when creating damage effects, buffs, debuffs, or any GAS effect configuration. Triggers on "gameplay effect", "create effect", "GAS effect", "damage effect", "buff", "debuff", "status effect".
Profile and optimize Blueprint graphs for performance. Detects expensive nodes, Tick abuse, latent action chains, and BP bottlenecks. Use when investigating frame drops, optimizing BP-heavy systems, or reviewing Blueprint performance. Triggers on "blueprint performance", "BP optimization", "blueprint tick", "blueprint profiling", "expensive blueprint", "BP lag".
Analyze and optimize Animation Blueprint graphs for performance. Detects expensive nodes, missing fast path compliance, unnecessary blending, and ABP bottlenecks. Use when optimizing character animation, investigating animation hitches, or scaling to 50+ animated characters. Triggers on "animation blueprint", "ABP optimization", "anim graph", "animation performance", "fast path", "anim blueprint profiling".
Run Ralph autonomous coding loop. Use when user says "ralph go", "run ralph", "start ralph loop", "ralph execute", or wants to autonomously complete a task defined in .ralph/<id>/plan.md.
Open Unreal Editor with auto-detection of custom engine builds
Guide to run Material Sampler Fixer tool before committing material changes
Create GitHub task issues with hybrid auto-generation and user review
Implement and refactor UE5.7 editor tools with Technical Director oversight
Create GitHub PRs with linked issues following project templates
Debug rendering crashes — RHI thread serialization, GPU crash dumps, D3D12 DRED, Nanite bisection, shader symbols
Generate C++ unit and functional tests from PRD/TechDoc specifications
Find asset references and dependencies using SipherReferenceFinder commandlet
Create a new Unreal Engine 5.7 editor-only plugin with proper structure and patterns
Multi-agent Combat AI review with parallel analysis and consensus debate (supports Behavior Trees and State Trees)
Generate comprehensive C++ unit tests with ultrathink analysis for edge cases and integration errors
Automated screenshot capture and material validation at QA-reported bug locations using BugItGo coordinates
Comprehensive boss implementation review for playtest and EP readiness
Add a bug and solution to the community collection
Export Blueprint to NodeToCode JSON format using N2CExport commandlet. Sub-agent of n2c-orchestrator.
Proactively prompt to create runtime-toggleable console variables when implementing debug visualization or draw debug features. Triggers on requests containing "debug", "draw debug", "visualize", "show debug", "debug draw", or any request to add debug/diagnostic rendering that could benefit from runtime toggling.
Map crash callstacks to source code lines, identify likely causes, and suggest fixes based on crash patterns. Use when investigating crashes, analyzing minidumps, or debugging fatal errors. Triggers on "crash analysis", "callstack", "minidump", "crash report", "fatal error", "access violation", "stack trace".
Merge main branch into current feature branch with stashing, animated progress, conflict resolution, and auto-commit
Generate C++ header and implementation from N2C JSON with project context. Sub-agent of n2c-orchestrator.
Validate generated C++ code and auto-fix common issues. Sub-agent of n2c-orchestrator.
This skill should be used when documenting problems encountered and how to avoid them in the future. Triggers on "capture pitfall", "document mistake", "save this warning", or after encountering a significant issue during development.
Generate boilerplate code for adding custom toolbar buttons to UE5.7 asset editors
Create GitHub issues from Performance Analyzer findings JSON export
Generate step-by-step documentation for UE5 plugins targeting non-technical users
Interactive task planning for Ralph CLI. Use when user says "ralph plan", "plan a task for ralph", "plan ralph task", or wants to interactively define a task for autonomous execution.
Check codebase for Microsoft Xbox XR (Xbox Requirements) compliance issues. Scans for account picker, cloud saves, achievements, Quick Resume, and Xbox certification requirements. Use before console submission or when preparing for Microsoft certification. Triggers on "XR", "Xbox certification", "Microsoft compliance", "Xbox cert", "Xbox requirements", "GDK compliance".
Manage VFX team issues on GitHub Projects - timeline scheduling, status updates, member commit checks, bulk assign. Use when managing VFX team project board, adding issues to timeline, checking member progress, or bulk-updating issue fields.
Animation notify and montage tool patterns for UE5
Profile material shader complexity including instruction counts, texture samples, and GPU cost estimation. Identify expensive shaders and suggest LOD variants. Use when optimizing rendering, debugging GPU bottlenecks, or auditing material performance. Triggers on "shader complexity", "material performance", "GPU optimization", "instruction count", "shader profiling", "material cost".
Analyze UE5 memory reports to detect memory leaks, growth patterns, and optimization opportunities. Use when investigating memory issues, analyzing memreport output, tracking UObject growth, or debugging memory pressure on consoles. Triggers on "memory leak", "memreport", "memory growth", "OOM", "out of memory", "memory budget".
Analyze animation assets (AMT_, CHT_, BS_, RTG_, ABP_) for structure, dependencies, notifies, and quality issues
Technical Director review of audio system code quality
Search bugs, crashes, PRs, and documentation across all ACS collections
Close Unreal Editor gracefully or forcefully
Create GitHub issues from crash logs with automatic parsing and optional AI analysis
Create SipherANS (AnimNotifyState) with proper GAS integration and UniversalDamage pipeline compliance
Generate JSON cutscene specifications for SipherCutsceneTools from natural language
Open Dynamic Dresser tool for VFX/Blueprint asset collection, tagging, preview, and level placement
Track and audit enemy content implementation status across Core_Ene and Core_Boss folders. Update tracking spreadsheet with asset completeness.
This skill should be used when exploring new feature ideas, clarifying requirements, or when facing ambiguous requests with multiple valid interpretations. Triggers on "brainstorm", "explore approaches", "what should we build", ambiguous feature requests, or when starting a new feature discussion.
Redistribute IFA actors to match grid cell sizes using SipherFoliageGridBuilder
Build GameplayTagQuery expressions from natural language. Dynamically searches project INI files and SharedGameplayTags native definitions to find matching tags.
Recommend and auto-assign GitHub issues to engineers based on domain expertise matrix
Convert landscape grass to foliage actors using CascadeFoliage Grass Builder
BMGD-driven workflow for implementing UE5.7 features in Huli project. Orchestrates the full development lifecycle from PRD/TechDoc/GDD through to PR creation. Use when implementing new gameplay features, systems, or tools that require structured planning and development phases. Triggers: "implement feature", "new feature workflow", "BMGD workflow", "full dev pipeline", "plan implementation", "create plan", "break down tasks", or when user provides a PRD/TechDoc/GDD document for implementation.
Trigger Unreal Engine Live Coding compilation
Create LocomotionStrategyPreset data asset for an enemy character BP
Gather project context for C++ code generation including include paths, base class signatures, and API patterns. Sub-agent of n2c-orchestrator.
Create a new Ralph task. Use when user says "ralph new", "create ralph task", "new ralph", or wants to set up a task for autonomous execution.
Extract readable strings, metadata, and deep structural information from Unreal Engine binary .uasset files. Supports both quick PowerShell string extraction and full Python-based structure parsing with dependency analysis.
Use when debugging GPU frame captures, RenderDoc `.rdc` files, shader issues, pipeline state, render targets, draw calls, pixel history, visual artifacts, shadow problems, or frame comparisons with RenderDoc and `rdc-cli`; not for browser, CSS, React, SVG, or other web rendering problems
Configure Ultimate Blueprint Generator plugin to use ai-gateway — detects API key from env vars and writes ApiKeySlots.json
Configure sipher-assets MCP server to use Python, installing dependencies as needed
Guide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends Claude's capabilities with specialized knowledge, workflows, or tool integrations.
This skill should be used when documenting reusable patterns that worked well during implementation. Triggers on "capture solution", "document pattern", "save this approach", or after completing a feature that established a useful pattern.
Run automated stress tests using SipherStressTest plugin to find random crashes
Debug AI combat coordinator including ticket allocation, slot management, threat assessment, and group coordination. Use when debugging AI coordination issues, investigating stuck enemies, or analyzing combat ticket flow. Triggers on "combat coordinator", "AI coordinator", "combat ticket", "slot allocation", "threat system", "AI coordination", "group combat".
Interactive wizard for creating Animation Notify States (ANS) with proper GAS integration, Sipher patterns, and boilerplate generation. Use when creating new animation notifies, implementing montage-driven gameplay, or scaffolding ANS classes. Triggers on "create notify", "animation notify", "ANS", "anim notify state", "notify wizard", "montage notify".
Generate MetaSound audio integration code including Control Bus modulation, Quartz synchronization, environment controllers, and State Tree audio transitions. Use when integrating MetaSound audio, creating sound triggers, or setting up audio systems. Triggers on "MetaSound", "audio integration", "sound event", "Control Bus", "Quartz", "audio trigger", "audio environment".
Validate Behavior Tree assets for common issues including infinite loops, missing decorators, orphan branches, and performance problems. Use when reviewing AI behavior, debugging BT issues, or validating enemy AI. Triggers on "behavior tree", "BT validation", "AI validation", "behavior tree review", "BT issues", "AI debugging".
Convert Blueprint classes to C++ using NodeToCode with project-aware context gathering, inheritance chain orchestration, validation, and auto-fix. Triggers on "blueprint to cpp", "convert blueprint", "nativize", "BP to C++".
Validate boss phase configurations including health thresholds, ability unlocks, transition triggers, and phase-specific behavior trees. Use when implementing bosses, debugging phase transitions, or reviewing boss encounters. Triggers on "boss phase", "boss validation", "phase transition", "boss encounter", "boss fight", "phase trigger".
Audit collision channels and presets including response matrices, channel conflicts, and trace channel usage. Use when debugging collision issues, reviewing physics setup, or validating collision configuration. Triggers on "collision preset", "collision channel", "collision audit", "physics collision", "trace channel", "collision matrix".
Validate SipherComboGraph assets for dead ends, missing transitions, timing issues, and combat flow problems. Use when debugging combo systems, validating attack chains, or reviewing combat graphs. Triggers on "combo graph", "combo validation", "attack chain", "combo system", "combat graph", "combo flow".
Compile UE5 C++ code with error analysis, hot-reload support, Live Coding vs Full Build detection, and build diagnostics. Use when compiling C++ code, fixing build errors, or iterating on code changes. Triggers on "build project", "compile", "build C++", "rebuild", "full build", "live coding".
Migrate DataTable schema changes including column additions, renames, type changes, and row reference updates. Use when evolving DataTable structures, refactoring data schemas, or managing DataTable versioning. Triggers on "datatable migration", "datatable schema", "data table change", "migrate data", "datatable column", "schema migration".
Detect custom Unreal Engine installation path from registry, cache, or .uproject file. Use when needing engine path for builds, editor launch, or tool execution. Triggers on "engine path", "detect engine", "find engine", "engine location", "custom engine", "engine association".
Create QoL editor tools for Game Designers, QA Combat Testers, and Enemy/AI Content Makers
Pre-commit validation for enemy content including BT references, animations, GAS abilities, collision, and data assets. Use before committing enemy changes, validating enemy implementations, or checking enemy readiness. Triggers on "enemy validation", "enemy check", "preflight check", "enemy preflight", "validate enemy", "enemy readiness".
Autonomous bug fixing system for UE5 - accepts GitHub issues, screenshots, logs, or text
Batch manage gameplay tags including adding, renaming, deprecating, and finding references across the codebase. Use when reorganizing tag hierarchy, renaming tags safely, or auditing tag usage. Triggers on "gameplay tag", "rename tag", "tag management", "tag refactor", "tag hierarchy", "find tag references".
Generate GAS (Gameplay Ability System) ability classes with proper structure, tags, costs, cooldowns, and Sipher project patterns. Use when creating new gameplay abilities, implementing combat actions, or scaffolding GAS ability code. Triggers on "create ability", "new ability", "GAS ability", "gameplay ability", "ability class", "combat ability".
Export hitbox visualization frames to image sequences for combat design review. Capture hitbox timing, position, and coverage across attack animations. Use when reviewing combat hitboxes, documenting attack ranges, or debugging hit detection. Triggers on "hitbox export", "hitbox visualization", "attack frames", "hitbox timing", "combat frames", "hit detection visual".
Audit Level Instances including loading priority, streaming distance, actor count, and data layer configuration. Use when optimizing level streaming, debugging level instance issues, or validating world partition setup. Triggers on "level instance", "level audit", "streaming audit", "level instance check", "level loading", "sublevel".
Analyze World Partition, HLOD, Data Layers, and level streaming configuration for performance and correctness. Use when debugging streaming issues, optimizing level loading, auditing world partition setup, or investigating pop-in/hitches. Triggers on "world partition", "level streaming", "HLOD", "data layers", "streaming distance", "level loading", "pop-in".
Scan codebase for hardcoded strings, validate FText usage, check string tables, and identify localization issues. Use when preparing for localization, auditing i18n compliance, or finding hardcoded user-facing text. Triggers on "localization", "hardcoded strings", "FText", "string table", "i18n", "translation", "localization scan".
Validate animation montage configurations including section timing, notify placement, root motion curves, and slot alignment. Use when debugging montage issues, validating combat animations, or ensuring montage quality standards. Triggers on "montage validation", "montage sync", "animation montage", "montage check", "notify timing", "montage sections".
Review network replication code for correctness including DOREPLIFETIME, RPCs, relevancy, and bandwidth optimization. Use when implementing multiplayer features, debugging replication issues, or auditing network code. Note - Lower priority for offline games. Triggers on "replication", "multiplayer", "RPC", "network", "DOREPLIFETIME", "net relevancy", "bandwidth".
Open a level in UE Editor with full Data Layer and Level Instance loading based on selected realm
Run Unreal Engine automation tests including unit tests, integration tests, and stress tests. Use when running tests, validating code changes, or setting up CI/CD pipelines. Triggers on "run tests", "automation test", "unit test", "test suite", "CI tests", "validate tests".
Review State Tree assets for transition logic, unreachable states, condition validation, and performance issues. Use when debugging AI state trees, validating state machine logic, or optimizing state transitions. Triggers on "state tree", "state tree review", "state machine", "AI state", "transition logic", "state validation".
Implement a reusable tagging, filtering, and status tracking system for UE5 editor tools. Use when building editor tools that need categorization (type tags), status tracking (WIP/Playtest/Production), filter UI with colored accent strips, bulk tagging on groups, and JSON persistence shared via version control. Based on SipherAbilityWiki montage tagging pattern.
Enforce texture resolution and format budgets by asset type, flag violations, and suggest optimizations. Use when auditing texture memory, optimizing for consoles, or enforcing art standards. Triggers on "texture budget", "texture audit", "texture memory", "texture optimization", "texture resolution", "mipmap".
Check codebase for Sony PlayStation TRC (Technical Requirements Checklist) compliance issues. Scans for suspend/resume handling, save data requirements, trophy implementation, and PS5 certification requirements. Use before console submission or when preparing for Sony certification. Triggers on "TRC", "PlayStation certification", "Sony compliance", "PS5 cert", "console certification", "PS5 requirements".
Profile Niagara particle systems for performance including particle counts, GPU vs CPU simulation costs, overdraw estimation, and memory usage. Use when optimizing VFX, debugging particle performance, or preparing for console certification. Triggers on "Niagara profiling", "particle performance", "VFX optimization", "particle count", "overdraw", "GPU particles".
Validate weapon DataAssets including damage curves, combo references, VFX links, sound cues, and stat configurations. Use when creating weapons, validating weapon data, or debugging weapon issues. Triggers on "weapon validation", "weapon data", "validate weapon", "weapon check", "damage curves", "weapon asset".
Generate C++ validation rules from JSON definitions. Use when team updates ValidationRules.json or asks to add/modify validation rules.
This skill should be used when implementing features in isolation using git worktrees. Triggers on "create worktree", "isolated workspace", "parallel development", or when starting implementation that should not affect main workspace.