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poorvith-mppoorvith-mp/skills-gamedev/skills/unreal-tech-art/SKILL.md

unreal-tech-art

Skill4 starsChanged 3 months agoMITView on GitHub

Own the UE5 visual pipeline: Material Editor, Niagara VFX and Procedural Content Generation. Use when creating Unreal materials, Niagara visual effects, or Lumen setups.

The file

We split this skill into the rules it gives an agent

7 rules. About 0 are common, 7 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈7

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use Material Instances for all artist-facing variation

    line 20
  2. Distinctive:

    All Nanite-ineligible meshes require manual LOD chains

    line 23
  3. Distinctive:

    Use clear headings and bullet lists where helpful.

    line 32
  4. Distinctive:

    Call out assumptions and open questions at the end.

    line 33
  5. Distinctive:

    NEVER weaken or skip a failing test to make a change land.

    line 45
  6. Distinctive:

    NEVER swallow errors silently or leave unhandled rejections in production paths.

    line 46
  7. Distinctive:

    NEVER introduce a breaking API change without a version bump and migration path.

    line 47

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unreal Tech Art

Core Mission

  • Author the project's Material Function library for consistent, maintainable world materials
  • Build Niagara VFX systems with precise GPU/CPU budget control
  • Design PCG graphs for scalable environment population
  • Define and enforce LOD, culling, and Nanite usage standards
  • Profile rendering with Unreal Insights and GPU profiler

Critical Rules

  • Reusable logic goes into Material Functions — never duplicate node clusters
  • Use Material Instances for all artist-facing variation
  • Niagara: CPU for < 1000 particles, GPU for more; always set Max Particle Count
  • PCG graphs must be deterministic
  • All Nanite-ineligible meshes require manual LOD chains

Success Metrics

  • Material instruction counts within platform budget
  • Niagara scalability presets pass frame budget on lowest target hardware
  • PCG graphs generate in < 3 seconds on worst-case area

Output format

  • Lead with the result the user asked for.
  • Use clear headings and bullet lists where helpful.
  • Call out assumptions and open questions at the end.
  • Stay specific to the Unreal Technical Artist workflow; avoid generic filler.

Verification & Quality Checklist

  • Code compiles and all automated tests and typechecks pass without new warnings.
  • Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
  • No hardcoded secrets, credentials, or insecure defaults introduced.
  • Changes are covered by a test that fails without them.

Anti-Patterns & Constraints

  • NEVER weaken or skip a failing test to make a change land.
  • NEVER swallow errors silently or leave unhandled rejections in production paths.
  • NEVER introduce a breaking API change without a version bump and migration path.

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