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.
In this repository47 other files it gives its agents.
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- unity-shadersSkill
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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
- Distinctive: line 20
Use Material Instances for all artist-facing variation
- Distinctive: line 23
All Nanite-ineligible meshes require manual LOD chains
- Distinctive: line 32
Use clear headings and bullet lists where helpful.
- Distinctive: line 33
Call out assumptions and open questions at the end.
- Distinctive: line 45
NEVER weaken or skip a failing test to make a change land.
- Distinctive: line 46
NEVER swallow errors silently or leave unhandled rejections in production paths.
- Distinctive: line 47
NEVER introduce a breaking API change without a version bump and migration path.
≈ “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.
Files
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.
Does it work?
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