skills/ue-open-level-full-load/SKILL.md
Open a level in UE Editor with full Data Layer and Level Instance loading based on selected realm
npx skillsauth add sipherxyz/universal-ue-skills ue-open-level-full-loadInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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Role: Editor Tools Engineer Target Users: Level Designers, Artists, QA (non-technical) Scope: Editor-only tool (Slate Widget in Tool Hub) Engine Version: UE 5.7.1 Quality Standard: Production-ready, user-friendly UI
Unified Editor Tool that combines level loading, realm configuration, runtime grid checking, and bug screenshot capture into a single panel accessible from the Sipher Tool Hub.
Integrated Features:
Use Cases:
Plugins/EditorTools/SipherRealmLoader/
├── Source/SipherRealmLoader/
│ ├── Public/
│ │ ├── SipherRealmLoaderTypes.h # Core data types
│ │ ├── SipherRealmLoaderConfigCache.h # Config parsing
│ │ ├── SSipherRealmLoaderPanel.h # Main UI panel
│ │ ├── SipherRuntimeGridChecker.h # Grid validation
│ │ ├── SipherScreenshotCapture.h # Screenshot capture
│ │ └── SipherRealmStreamingHelper.h # Data Layer helpers
│ └── Private/
│ └── [corresponding .cpp files]
└── SipherRealmLoader.uplugin
Config files location:
../analyze-frame-bugitgo/config/
| File | Purpose | |------|---------| | data_layer_rules.md | Data Layer enable/disable rules per realm | | locations.md | Level shortcut mapping |
The Sipher Realm Loader is accessible from:
┌─────────────────────────────────────────────────────┐
│ [Level Icon] Level │
├─────────────────────────────────────────────────────┤
│ Level: [▼ loc1 - SonDoong ] [Open][🔍] │
├─────────────────────────────────────────────────────┤
│ [World Icon] Realm & Data Layers │
├─────────────────────────────────────────────────────┤
│ Realm: [▼ Default ] │
│ │
│ Data Layers (8 selected): [Select All][Clear All] │
│ ┌─────────────────────────────────────────────────┐│
│ │ ☑ DL_Default ││
│ │ ☑ DL_Fixed_Collision ││
│ │ ☑ DL_Default_Audio ││
│ │ ... (scrollable) ││
│ └─────────────────────────────────────────────────┘│
│ │
│ [Load Realm] [Unload All] [Refresh Config] │
│ Status: Ready │
├─────────────────────────────────────────────────────┤
│ [Grid Icon] Runtime Grid Checker │
├─────────────────────────────────────────────────────┤
│ [Check Grids] [Fix All] │
│ Click 'Check Grids' to scan for invalid assignments │
│ ▶ Grid Issues (expandable) │
├─────────────────────────────────────────────────────┤
│ [Camera Icon] Bug Screenshot Capture │
├─────────────────────────────────────────────────────┤
│ Issue Code: [BUGFIX-1234 ] │
│ BugItGo: [BugItGo X Y Z Pitch Yaw Roll ] │
│ │
│ [Capture Bug Screenshots] │
│ Enter issue code and BugItGo coordinates... │
└─────────────────────────────────────────────────────┘
1. Select "loc1 - SonDoong" from Level dropdown
2. Click "Open" button
3. Select "Default" from Realm dropdown
4. Click "Load Realm" button
1. Load a level (as above)
2. Click "Check Grids" button
3. Review issues in the expandable list
4. Click "Fix All" to clear invalid assignments and save
1. Load the level mentioned in the bug report
2. Enter the issue code: BUGFIX-1234
3. Enter BugItGo: BugItGo -58230.5 5626.0 -704.2 -34.5 -152.5 0.0
4. Click "Capture Bug Screenshots"
5. Screenshots saved to: Saved/BugScreenshots/
Main UI panel widget containing all sections.
Singleton that parses configuration from markdown files:
GetRealmConfigs() - Returns realm configurationsGetLevelShortcuts() - Returns level shortcut mappingsResolveLevelPath() - Resolves shortcut to full level pathStatic helper for runtime grid validation:
CheckRuntimeGrids() - Scan for invalid grid assignmentsFixAndSaveIssues() - Clear invalid grids and save packagesGetSipherGridNames() - Get valid Sipher grid namesStatic helper for viewport screenshot capture:
ExecuteBugItGo() - Position camera from BugItGo coordinatesCaptureAll() - Capture all 16 diagnostic screenshotsGetDefaultConfigs() - Get screenshot configuration listThe tool captures 16 diagnostic screenshots:
| Order | Filename | View Mode | Description | |-------|----------|-----------|-------------| | 1 | 001_Game_Epic.jpg | Game_Epic | Game view at Epic quality | | 2 | 002_Game_High.jpg | Game_High | Game view at High quality | | 3 | 003_Game_Low.jpg | Game_Low | Game view at Low quality | | 4 | 004_PBR_Color.jpg | PBR_Color | Base Color buffer | | 5 | 005_PBR_Emissive.jpg | PBR_Emissive | Emissive buffer | | 6 | 006_PBR_Normal.jpg | PBR_Normal | World Normal buffer | | 7 | 007_PBR_AO.jpg | PBR_AO | Ambient Occlusion buffer | | 8 | 008_PBR_AO_Mtl.jpg | PBR_AO_Mtl | Material AO channel | | 9 | 009_PBR_Rough.jpg | PBR_Rough | Roughness buffer | | 10 | 010_PBR_Spec.jpg | PBR_Spec | Specular buffer | | 11 | 011_PBR_Metallic.jpg | PBR_Metallic | Metallic buffer | | 12 | 012_Collision_Grid.jpg | Collision_Grid | Collision wireframe grid | | 13 | 013_Collision_Types.jpg | Collision_Types | Color-coded collision volumes | | 14 | 014_NavMesh_On.jpg | NavMesh_On | Navigation mesh visible | | 15 | 015_NavMesh_Off.jpg | NavMesh_Off | Navigation mesh hidden | | 16 | 016_Lit_Final.jpg | Lit | Final lit view |
| Error Type | Behavior | |------------|----------| | Level not found | Display error in Status, abort | | Level crash on load | Display error in Status, abort | | Data Layer not found | Log warning, skip layer, continue | | Invalid BugItGo format | Display error, abort capture | | Grid fix failed | Log warning, continue with next | | Screenshot failed | Log warning, continue with next |
/open-editor
# After editor opens, use the Realm Loader from Tool Hub
The Bug Screenshot Capture feature is an integrated version of the analyze_frame_from_bugitgo_request skill. For the full automated workflow including git checkout and material validation, use:
/qa-testing:analyze-frame-bugitgo BUGFIX-1234 "BugItGo ..." loc1 main Default
analyze_frame_from_bugitgo skillSaved/BugScreenshots/ by defaultskill: ue-open-level-full-load
invoke: /editor-tools:ue-open-level-full-load
type: implementation
category: editor-tools
scope: Plugins/EditorTools/SipherRealmLoader/
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