[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6ESC7WB2R00X0KEB92CZCNR":3,"skill-same:01M6ESC7WB2R00X0KEB92CZCNR":71},{"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":30,"linkOnly":31,"markdownContent":32,"markdownBody":33,"frontMatter":34,"refName":37,"commitSha":38,"skillDirectory":39,"forksCount":40,"repositoryHtmlUrl":41,"repositoryHomepageUrl":42,"ownerHtmlUrl":43,"ownerBlogUrl":44,"ownerDescription":45,"updatedAt":46,"install":47,"resources":60},"01M6ESC7WB2R00X0KEB92CZCNR","unreal-build-worlds",null,"Build Unreal streaming worlds with explicit World Partition, data-layer, level-instance and HLOD ownership and measured unload behavior.","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-worlds\u002FSKILL.md",[],[19,20,21,22,23,24,25,26,27,28,29],"build","unreal","unreal build worlds","streaming","data","behavior","partition","world","ownership","with","layer","2026-11-10 10:12:30",false,"---\nname: unreal-build-worlds\ndescription: Build Unreal streaming worlds with explicit World Partition, data-layer, level-instance and HLOD ownership and measured unload behavior.\nengines: [UNREAL]\n---\n\n# Unreal Build Worlds\n\n## When to use\n\nAuthor or change Unreal world partitioning, runtime streaming, data layers, level instances and world build artifacts. Gameplay behavior, asset import and procedural generation retain their own owners; this skill defines when their content is available in a world.\n\n## Activation and inputs\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-build-worlds`; require effective `UNREAL` and `compatible: true` before edits or tool launches. Honor validated task-only override evidence and its output scope. `ENGINE.md` remains authoritative; observations and receipts belong under `.hephaera\u002F.cache`.\n\nInspect the project's Unreal version, existing map\u002Fstreaming format, target platforms, persistence identities, multiplayer authority, traversal speeds and CPU\u002Fmemory\u002Floading budgets. A map-format conversion or HLOD rebuild can change many binary\u002Fexternal-actor packages: preview its exact scope before writing through native tools.\n\n## Workflow\n\n1. Read [streaming and world ownership](references\u002Fstreaming-and-world-ownership.md) for the selected world system. Keep existing project conventions unless the task calls for a migration; do not enable World Partition just because a map is large.\n2. Define streaming sources, activation conditions and readiness gates. Separate requested loading from loaded\u002Fvisible\u002Fusable content. Gameplay must tolerate late loads, teleportation, cancellation and world teardown without accessing departed actors.\n3. Author real `.umap`, Data Layer and Level Instance packages through the matching Editor or supported commandlet. Preserve external-actor ancestry and intended package scope; never fabricate binary content or use an Editor-visible layer as evidence of runtime availability.\n4. Resolve persistent IDs independently of actor pointers, editor labels and unloaded instances. Restore world state only after required actors\u002Fdata are ready; define server\u002Fclient responsibilities for runtime layer changes.\n5. Build navigation\u002FHLOD\u002Fother required world artifacts using selected native builders. Record inputs, plugin settings, generated packages, invalidation and cook inclusion; no unrelated bulk resave or builder execution is implied.\n\n## Verification and output\n\nDeliver native world changes, streaming\u002Fdependency manifest, budget measurements and expected\u002Fobserved lifecycle evidence. Exercise boundary traversal, teleport, rapid load\u002Funload, overlapping sources, layer activation, save restoration and world exit. Verify unloaded content stops collision, ticking and callbacks, then returns with the intended state. Revisit the same area repeatedly to detect retained actors, delegates and memory growth.\n\nCook and test the relevant maps in the actual target player. Record native tools or fixtures as blocked\u002Fnot-run when unavailable; commandlet success does not certify HLOD appearance, collision or player comfort.\n","# Unreal Build Worlds\n\n## When to use\n\nAuthor or change Unreal world partitioning, runtime streaming, data layers, level instances and world build artifacts. Gameplay behavior, asset import and procedural generation retain their own owners; this skill defines when their content is available in a world.\n\n## Activation and inputs\n\nRun `commands\u002Fresolve-engine.sh` and `commands\u002Fresolve-skill.sh unreal-build-worlds`; require effective `UNREAL` and `compatible: true` before edits or tool launches. Honor validated task-only override evidence and its output scope. `ENGINE.md` remains authoritative; observations and receipts belong under `.hephaera\u002F.cache`.\n\nInspect the project's Unreal version, existing map\u002Fstreaming format, target platforms, persistence identities, multiplayer authority, traversal speeds and CPU\u002Fmemory\u002Floading budgets. A map-format conversion or HLOD rebuild can change many binary\u002Fexternal-actor packages: preview its exact scope before writing through native tools.\n\n## Workflow\n\n1. Read [streaming and world ownership](references\u002Fstreaming-and-world-ownership.md) for the selected world system. Keep existing project conventions unless the task calls for a migration; do not enable World Partition just because a map is large.\n2. Define streaming sources, activation conditions and readiness gates. Separate requested loading from loaded\u002Fvisible\u002Fusable content. Gameplay must tolerate late loads, teleportation, cancellation and world teardown without accessing departed actors.\n3. Author real `.umap`, Data Layer and Level Instance packages through the matching Editor or supported commandlet. Preserve external-actor ancestry and intended package scope; never fabricate binary content or use an Editor-visible layer as evidence of runtime availability.\n4. Resolve persistent IDs independently of actor pointers, editor labels and unloaded instances. Restore world state only after required actors\u002Fdata are ready; define server\u002Fclient responsibilities for runtime layer changes.\n5. Build navigation\u002FHLOD\u002Fother required world artifacts using selected native builders. Record inputs, plugin settings, generated packages, invalidation and cook inclusion; no unrelated bulk resave or builder execution is implied.\n\n## Verification and output\n\nDeliver native world changes, streaming\u002Fdependency manifest, budget measurements and expected\u002Fobserved lifecycle evidence. Exercise boundary traversal, teleport, rapid load\u002Funload, overlapping sources, layer activation, save restoration and world exit. Verify unloaded content stops collision, ticking and callbacks, then returns with the intended state. Revisit the same area repeatedly to detect retained actors, delegates and memory growth.\n\nCook and test the relevant maps in the actual target player. Record native tools or fixtures as blocked\u002Fnot-run when unavailable; commandlet success does not certify HLOD appearance, collision or player comfort.\n",{"name":5,"engines":35,"description":7},[36],"UNREAL","main","f819d9a9c7d641d8c7e14b59560a4fd358ec4630","skills\u002Funreal-build-worlds",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 03:52:23",{"source":8,"skillName":5,"commands":48,"prompt":58,"zipAvailable":59},[49,52,55],{"tool":50,"command":51},"npx","npx skills add TimothyMeadows\u002FHephaera --skill unreal-build-worlds",{"tool":53,"command":54},"bunx","bunx skills add TimothyMeadows\u002FHephaera --skill unreal-build-worlds",{"tool":56,"command":57},"pnpm","pnpm dlx skills add TimothyMeadows\u002FHephaera --skill unreal-build-worlds","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-worlds\u002FSKILL.md",true,[61,67],{"path":62,"resourceType":63,"resourceTypeDesc":64,"sizeBytes":65,"sourceHtmlUrl":66},"agents\u002Fopenai.yaml","REFERENCE","参考文档",281,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-worlds\u002Fagents\u002Fopenai.yaml",{"path":68,"resourceType":63,"resourceTypeDesc":64,"sizeBytes":69,"sourceHtmlUrl":70},"references\u002Fstreaming-and-world-ownership.md",4687,"https:\u002F\u002Fgithub.com\u002FTimothyMeadows\u002FHephaera\u002Fblob\u002Fmain\u002Fskills\u002Funreal-build-worlds\u002Freferences\u002Fstreaming-and-world-ownership.md",[72,95,119,138,157,176],{"skillNo":73,"name":74,"nameZh":6,"description":75,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":76,"categories":77,"keywords":78,"publishedAt":30},"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",[],[79,80,81,82,83,28,84,85,86,87,88,89,90,91,92,93,27,94],"game","verify","lifecycle","verify web3 game lifecycle","web3","evidence","readiness","release readiness","Wallet","recovery","properties","release","contract","canonical","asset","trading",{"skillNo":96,"name":97,"nameZh":6,"description":98,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":99,"categories":100,"keywords":101,"publishedAt":30},"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",[],[79,102,80,103,104,105,106,107,108,109,110,111,112,113,114,115,88,116,117,118],"onchain","game assets","assets","verify onchain game assets","chain","for","inventory","reservations","design","erc721","use","Rules","collection","on-chain","at","blocks","reconcile",{"skillNo":120,"name":121,"nameZh":6,"description":122,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":123,"categories":124,"keywords":125,"publishedAt":30},"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",[],[79,126,103,104,127,83,128,129,130,131,106,132,81,133,134,135,136,93,137],"plan","plan web3 game assets","supply","opt","immutable","rights","dependencies","token","base","define","ethereum","identity",{"skillNo":139,"name":140,"nameZh":6,"description":141,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":142,"categories":143,"keywords":144,"publishedAt":30},"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",[],[79,145,146,147,148,87,149,150,151,152,153,154,155,156],"integrate game wallets","integrate","wallets","siwe","keys","authentication","player","scoped","connection","authority","application","handoff",{"skillNo":158,"name":159,"nameZh":6,"description":160,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":161,"categories":162,"keywords":163,"publishedAt":30},"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",[],[79,164,146,93,94,165,166,107,152,167,112,168,169,28,170,171,172,173,174,175],"integrate game asset trading","reconciliation","idempotent operations","retries","listing","idempotent","nft","approvals","operations","marketplace","integration","intents",{"skillNo":177,"name":178,"nameZh":6,"description":179,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":12,"repositoryNo":13,"starsCount":14,"licenseSpdxId":15,"licenseFileUrl":6,"sourceHtmlUrl":180,"categories":181,"keywords":182,"publishedAt":30},"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",[],[79,183,19,184,185,107,186,151,187,91,188,112,113,189,28,190,191,80,192,193],"evm","build evm game contracts","contracts","deployment","collections","host","author","admin","signing","mint","tooling"]