[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6ESC5DEF9Q1W0B3MQWJNKHE":3,"skill-same:01M6ESC5DEF9Q1W0B3MQWJNKHE":74},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":16,"categories":17,"keywords":18,"publishedAt":33,"linkOnly":34,"markdownContent":35,"markdownBody":36,"frontMatter":37,"refName":40,"commitSha":41,"skillDirectory":42,"forksCount":43,"repositoryHtmlUrl":44,"repositoryHomepageUrl":45,"ownerHtmlUrl":46,"ownerBlogUrl":47,"ownerDescription":48,"updatedAt":49,"install":50,"resources":63},"01M6ESC5DEF9Q1W0B3MQWJNKHE","unreal-build-vfx",null,"Author and integrate Unreal Niagara effects with bounded simulation, explicit pooling, cancellation and target scalability evidence.","TimothyMeadows\u002FHephaera","TimothyMeadows","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F4072037?v=4","01M6ERVE3WV9X55S1NT4W5FDGA","Timothy D Meadows II","01M6ERVE8H7CBATH6KYFDKG5CJ",4,"MIT","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-vfx\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29,30,31,32],"build","unreal","unreal build vfx","vfx","simulation","integrate","evidence","scalability","with","pooling","unreal niagara","bounded","effects","author","2026-11-10 10:12:30",false,"---\nname: unreal-build-vfx\ndescription: Author and integrate Unreal Niagara effects with bounded simulation, explicit pooling, cancellation and target scalability evidence.\nengines: [UNREAL]\n---\n\n# Unreal Build VFX\n\n## When to use\n\nBuild or integrate Unreal Niagara effects, their runtime parameter adapters, pooling, bounds and scalability. Shared gameplay feedback design remains agnostic; this feature owns Niagara assets and native runtime integration.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-build-vfx` before writes or tool launches. Require effective engine `UNREAL` and `compatible: true`, with validated override\u002Foutput scope when present. Skill selection never selects an engine.\n\nInspect engine version, selected Niagara plugin\u002Fmodules, CPU\u002FGPU simulation, renderer\u002Fplatform support, required system assets, event sources, quality levels and effect budgets. Do not enable plugins, choose cloud media or install dependencies implicitly.\n\n## Workflow\n\n1. Specify each effect's semantic event, authority\u002Fprediction policy, owner, transform\u002Fattachment and completion\u002Fcancellation route. Deduplicate predicted\u002Fconfirmed presentation without letting visual timing determine hits.\n2. Author genuine Niagara systems\u002Femitters, materials and parameter interfaces with native tools. Preserve source provenance and art direction; inspect parameter names\u002Ftypes against real assets.\n3. Select CPU\u002FGPU simulation, bounds, spawn\u002Fupdate rates, collision and data interfaces against target support. Declare world versus local space and explicit game\u002Freal\u002Fsequence clock behavior.\n4. Choose component or system-spawn ownership and pool method deliberately. Configure parameters and bindings before activation, then retire handles safely; use the [Niagara runtime reference](references\u002Fniagara-runtime.md) for API and pool lifecycle decisions.\n5. Stop loops and trails on cancellation, replacement, actor teardown or travel. Reset every owned parameter, attachment and delegate on reuse; never mutate a component after releasing it to the pool.\n6. Use NiagaraEffectType\u002Fscalability and measured instance\u002Fparticle\u002Foverdraw limits. Define how culling affects purely visual events and keep required gameplay information available through another channel.\n\n## Verification\n\nTest overlapping events, pool reacquisition, stale completion, actor removal, travel and all selected clocks. Inspect near\u002Ffar views, bounds, pause, low frame rates and scalability tiers in native captures. Measure CPU\u002FGPU, draw\u002Foverdraw and peak instance counts on the actual target. A finite CPU-emitter pool test does not certify GPU effects or appearance.\n\n## Output\n\nNative effect assets, typed parameter and event contracts, pool\u002Freset\u002Fcancel rules, target budgets, lifecycle tests and native visual\u002Fperformance findings. Record environment, expected\u002Fobserved results and blocked\u002Fnot-run checks under the active `.hephaera\u002F.cache\u002Ftasks\u002F` task.\n\n## Boundaries\n\nPreserve media, provenance, independent review and promotion controls. Headless success cannot certify effect readability, flashing safety, appearance or physical haptics.\n\n## References\n\n- [Niagara runtime](references\u002Fniagara-runtime.md): typed parameters, pooling, completion, scalability and acceptance.\n","# Unreal Build VFX\n\n## When to use\n\nBuild or integrate Unreal Niagara effects, their runtime parameter adapters, pooling, bounds and scalability. Shared gameplay feedback design remains agnostic; this feature owns Niagara assets and native runtime integration.\n\n## Activation and prerequisites\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-build-vfx` before writes or tool launches. Require effective engine `UNREAL` and `compatible: true`, with validated override\u002Foutput scope when present. Skill selection never selects an engine.\n\nInspect engine version, selected Niagara plugin\u002Fmodules, CPU\u002FGPU simulation, renderer\u002Fplatform support, required system assets, event sources, quality levels and effect budgets. Do not enable plugins, choose cloud media or install dependencies implicitly.\n\n## Workflow\n\n1. Specify each effect's semantic event, authority\u002Fprediction policy, owner, transform\u002Fattachment and completion\u002Fcancellation route. Deduplicate predicted\u002Fconfirmed presentation without letting visual timing determine hits.\n2. Author genuine Niagara systems\u002Femitters, materials and parameter interfaces with native tools. Preserve source provenance and art direction; inspect parameter names\u002Ftypes against real assets.\n3. Select CPU\u002FGPU simulation, bounds, spawn\u002Fupdate rates, collision and data interfaces against target support. Declare world versus local space and explicit game\u002Freal\u002Fsequence clock behavior.\n4. Choose component or system-spawn ownership and pool method deliberately. Configure parameters and bindings before activation, then retire handles safely; use the [Niagara runtime reference](references\u002Fniagara-runtime.md) for API and pool lifecycle decisions.\n5. Stop loops and trails on cancellation, replacement, actor teardown or travel. Reset every owned parameter, attachment and delegate on reuse; never mutate a component after releasing it to the pool.\n6. Use NiagaraEffectType\u002Fscalability and measured instance\u002Fparticle\u002Foverdraw limits. Define how culling affects purely visual events and keep required gameplay information available through another channel.\n\n## Verification\n\nTest overlapping events, pool reacquisition, stale completion, actor removal, travel and all selected clocks. Inspect near\u002Ffar views, bounds, pause, low frame rates and scalability tiers in native captures. Measure CPU\u002FGPU, draw\u002Foverdraw and peak instance counts on the actual target. A finite CPU-emitter pool test does not certify GPU effects or appearance.\n\n## Output\n\nNative effect assets, typed parameter and event contracts, pool\u002Freset\u002Fcancel rules, target budgets, lifecycle tests and native visual\u002Fperformance findings. Record environment, expected\u002Fobserved results and blocked\u002Fnot-run checks under the active `.hephaera\u002F.cache\u002Ftasks\u002F` task.\n\n## Boundaries\n\nPreserve media, provenance, independent review and promotion controls. Headless success cannot certify effect readability, flashing safety, appearance or physical haptics.\n\n## References\n\n- [Niagara runtime](references\u002Fniagara-runtime.md): typed parameters, pooling, completion, scalability and acceptance.\n",{"name":5,"engines":38,"description":7},[39],"UNREAL","main","f819d9a9c7d641d8c7e14b59560a4fd358ec4630","skills\u002Funreal-build-vfx",3,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera","https:\u002F\u002Fhephaera.com\u002F","https:\u002F\u002Fgithub.com\u002FTimothyMeadows","http:\u002F\u002Fwww.timothymeadows.com","Software & AI Systems Architect | Distributed Systems & Agentic Platforms","2026-11-13 12:12:19",{"source":8,"skillName":5,"commands":51,"prompt":61,"zipAvailable":62},[52,55,58],{"tool":53,"command":54},"npx","npx skills add TimothyMeadows\u002FHephaera --skill unreal-build-vfx",{"tool":56,"command":57},"bunx","bunx skills add TimothyMeadows\u002FHephaera --skill unreal-build-vfx",{"tool":59,"command":60},"pnpm","pnpm dlx skills add TimothyMeadows\u002FHephaera --skill unreal-build-vfx","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-vfx\u002FSKILL.md",true,[64,70],{"path":65,"resourceType":66,"resourceTypeDesc":67,"sizeBytes":68,"sourceHtmlUrl":69},"agents\u002Fopenai.yaml","REFERENCE","参考文档",273,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-vfx\u002Fagents\u002Fopenai.yaml",{"path":71,"resourceType":66,"resourceTypeDesc":67,"sizeBytes":72,"sourceHtmlUrl":73},"references\u002Fniagara-runtime.md",4058,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-vfx\u002Freferences\u002Fniagara-runtime.md",[75,98,122,141,159,178],{"skillNo":76,"name":77,"nameZh":6,"description":78,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":79,"categories":80,"keywords":81,"publishedAt":33},"01M70V3EJ7JDFDFJ3XTKRGKRBP","verify-web3-game-lifecycle","Verify a game's selected Web3 asset, wallet, ownership and trading lifecycle with contract properties, canonical recovery, actual target evidence and separate release readiness.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-web3-game-lifecycle\u002FSKILL.md",[],[82,83,84,85,86,27,25,87,88,89,90,91,92,93,94,95,96,97],"game","verify","lifecycle","verify web3 game lifecycle","web3","readiness","release readiness","Wallet","recovery","properties","release","contract","canonical","asset","ownership","trading",{"skillNo":99,"name":100,"nameZh":6,"description":101,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":102,"categories":103,"keywords":104,"publishedAt":33},"01M70V3CS767H4M1FP4C2A7K51","verify-onchain-game-assets","Verify exact on-chain game collection ownership and quantities at canonical blocks, reconcile inventory events, and design honest match admission. Use for ERC721\u002FERC1155 inventory, reorg recovery, reservations, or transfer-during-match rules.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fverify-onchain-game-assets\u002FSKILL.md",[],[82,105,83,106,107,108,109,110,111,112,113,114,115,116,117,118,90,119,120,121],"onchain","game assets","assets","verify onchain game assets","chain","for","inventory","reservations","design","erc721","use","Rules","collection","on-chain","at","blocks","reconcile",{"skillNo":123,"name":124,"nameZh":6,"description":125,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":126,"categories":127,"keywords":128,"publishedAt":33},"01M70TZYWE48MTM8CGGDMWSJDN","plan-web3-game-assets","Define an opt-in Ethereum, Base or Immutable game-asset lifecycle, including token identity, supply, rights, custody, game eligibility and chain-specific dependencies.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fplan-web3-game-assets\u002FSKILL.md",[],[82,129,106,107,130,86,131,132,133,134,109,135,84,136,137,138,139,95,140],"plan","plan web3 game assets","supply","opt","immutable","rights","dependencies","token","base","define","ethereum","identity",{"skillNo":142,"name":143,"nameZh":6,"description":144,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":145,"categories":146,"keywords":147,"publishedAt":33},"01M70TYYZ7SPZ7PE6A6GQ5RXQ9","integrate-game-wallets","Integrate explicit player-wallet connection, scoped SIWE authentication, authority invalidation and reviewed target-specific handoff without application-held player keys.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-wallets\u002FSKILL.md",[],[82,148,24,149,150,89,151,152,153,154,155,156,157,158],"integrate game wallets","wallets","siwe","keys","authentication","player","scoped","connection","authority","application","handoff",{"skillNo":160,"name":161,"nameZh":6,"description":162,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":163,"categories":164,"keywords":165,"publishedAt":33},"01M70TYX656BP1R0KWMYRX437R","integrate-game-asset-trading","Integrate explicitly selected game asset settlement with exact unsigned intents, scoped approvals, idempotent operations and canonical receipt reconciliation. Use for NFT listing, buying, cancellation, retries or marketplace integration.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fintegrate-game-asset-trading\u002FSKILL.md",[],[82,166,24,95,97,167,168,110,154,169,115,170,171,27,172,173,174,175,176,177],"integrate game asset trading","reconciliation","idempotent operations","retries","listing","idempotent","nft","approvals","operations","marketplace","integration","intents",{"skillNo":179,"name":180,"nameZh":6,"description":181,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":182,"categories":183,"keywords":184,"publishedAt":33},"01M70TWV3J83RAJMA7BC62CPAH","build-evm-game-contracts","Author and verify host-owned EVM game collections and explicit mint, burn, craft or admin rules with pinned Solidity tooling. Use for contract source and deployment candidates; deployment and player signing require separate authorization.","https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Fbuild-evm-game-contracts\u002FSKILL.md",[],[82,185,19,186,187,110,188,153,189,93,190,115,116,32,27,191,192,83,193,194],"evm","build evm game contracts","contracts","deployment","collections","host","admin","signing","mint","tooling"]