3dsmax-uv-atlas
193Skill Claude CodeCodex
Domain skill - inspect and mutate 3ds Max UV/map channels, apply projection and unwrap operations, detect UV overlaps, and prepare texture-atlas plans.
Skill Claude CodeCodex
Domain skill - inspect and mutate 3ds Max UV/map channels, apply projection and unwrap operations, detect UV overlaps, and prepare texture-atlas plans.
Skill Claude CodeCodex
Domain skill - run generic 3ds Max scene and asset-readiness validation checks before export, render, or handoff.
Skill Claude CodeCodex
Domain skill - capture visual evidence from the current Autodesk 3ds Max viewport. Use when the user asks for a screenshot, visual proof, or a README image of the current scene. Not for rendering final frames.
Skill Claude CodeCodex
Domain skill - Unreal Engine actor management: list, spawn, transform, and delete level actors. Use when inspecting or editing actors in the current Unreal Editor level. Not for Content Browser asset import/export - use unreal-assets for that.
Skill Claude CodeCodex
Domain skill - Unreal Engine Content Browser asset management: list, import, export, inspect, and delete assets. Use for package and asset operations in the Unreal Editor. Not for actor placement or transforms - use unreal-actors for that.
Skill Claude CodeCodex
Domain skill - Unreal Engine native Automation Test and MCP health validation. Use to inspect typed plugin readiness, list UE Automation tests, queue native test runs, and run a safe self-check against the active MCP server.
Skill Claude CodeCodex
Build, audit, and render a UE 5.8 rain-soaked Audi A5 promotional film from Epic's Automotive Configurator sample. Use for the official BPAudiA5 asset, wet PBR LookDev, Niagara rain/impact fields, HDRI lighting, cinematic DOF, and 4K Movie Render Queue output. Not for placeholder or low-poly cars.
Skill Claude CodeCodex
Domain skill - Unreal Engine Blueprint editing: create Blueprint classes, add event/function nodes, connect nodes, add variables, and compile. Use when building or modifying Blueprint logic in the Unreal Editor. Not for level actor placement - use unreal-actors for that.
Skill Claude CodeCodex
Build installable DCC MCP Unreal plugin archives and package Unreal projects as Windows archives, Setup executables, SteamPipe builds, or WeGame submission folders. Use for long-running compilation, cooking, staging, and packaging. Do not use for platform account registration or store publication.
Skill Claude CodeCodex
Domain skill - convert pre-fractured Static Meshes into clustered Chaos Geometry Collections and place them as dynamic destruction actors in Unreal Engine 5.
Skill Claude CodeCodex
Domain skill — Sequencer shot and keyframe orchestration, camera cut tracks, and Movie Render Queue job setup. Use when creating or editing Level Sequences, authoring camera animation, or preparing an MRQ job in Unreal Engine 5. Not for Blueprint scripting (unreal-blueprints) or runtime playback (unreal-runtime).
Skill Claude CodeCodex
Acquire free Fab marketplace content through Unreal Engine's official Fab integration, then verify the imported Content Browser assets. Use when the user asks to find, download, add, or import Fab or Unreal Marketplace assets. Not for arbitrary file imports - use unreal-assets instead.
Skill Claude CodeCodex
Domain skill - import attributed GeoJSON city data into Unreal Engine PCG Data Tables with georeferenced roads, pedestrian ways, buildings, railways, water, and land-use points for UE 5.8's native Load Data Table node. Use after a geospatial provider such as openstreetmap-city-data. Not for downloading source data.
Skill Claude CodeCodex
Domain skill - bind and inspect Unreal Groom assets and versioned Groom Caches on an explicit GroomComponent, and add a Groom Cache Sequencer track.
Skill Claude CodeCodex
Domain skill - Unreal Engine level and world management: inspect level state, load and save maps, and read or edit world settings. Use for active Editor level operations. Not for individual actor transform edits - use unreal-actors for that.
Skill Claude CodeCodex
Domain skill - create reusable Material Instances, set typed material parameters, and bind materials to Static Meshes, Geometry Caches, or live level actors in Unreal Engine.
Skill Claude CodeCodex
Unreal Engine MetaSound Source authoring through the reflected Builder API: create sources, add typed inputs and exact registered nodes, connect opaque vertex handles, set defaults, inspect nodes, build, save, and validate. Use for procedural audio graphs in Unreal Engine 5.4+. Not for arbitrary asset management or…
Skill Claude CodeCodex
Domain skill — Niagara VFX system creation, component parameter configuration, and preview. Use when creating or editing Niagara particle effects, setting float/color/vector parameters, spawning Niagara actors in the level, or inspecting basic component state. Not for Chaos destruction (unreal-chaos) or material…
Skill Claude CodeCodex
Enable, discover, and call Unreal Engine 5.8+ built-in Unreal MCP tools through the DCC MCP gateway. Use when the user asks to set up, include, compare, inspect, or use Epic's official MCP or Toolset Registry capabilities. Not a replacement for DCC MCP on Unreal 4.18-5.7.
Skill Claude CodeCodex
Refresh generated Unreal PCG output after changing source assets or graph settings.
Skill Claude CodeCodex
Domain skill - Unreal Engine Play-In-Editor (PIE) closed-loop verification. Provides PIE lifecycle control (enter/pause/resume/exit), controlled input injection (no OS dependency), viewport screenshot capture, output log snapshot, performance sampling, and Automation Test execution with async job polling. Use for…
Skill Claude CodeCodex
Domain skill - run screenshot-light PIE playtest episodes with structured entity observations, bounded semantic actions, transition polling, and in-memory traces for QA and external policy or RL runners.
Skill Claude CodeCodex
Safely inspect, patch, and verify the active Unreal project's allowlisted renderer ConsoleVariables, including Lumen, Nanite, virtual shadows, and temporal upsampling. Use this before UI Project Settings edits.
Skill Claude CodeCodex
Domain skill - control Unreal's Simulation-in-Editor lifecycle for validating live physics behavior without exposing arbitrary editor scripting.
At most 3 mods per repository are shown here, and a mod shipped inside a plugin is left to that plugin's page — the rest are on their repository pages: