LichAmnesia

23 mods in 2 plugins, 4 repositories, 2.9k stars between them.

LichAmnesia/awesome-antigravity-skills

Skill Claude CodeCodex

Writes git commit messages following the Conventional Commits 1.0.0 spec. Use when committing changes, when the user asks for a commit message, or when a repo enforces commit linting.

not rated 11 3mo ago A 47 tokens original CC0-1.0

pr-description

03

LichAmnesia/awesome-antigravity-skills

Skill Claude CodeCodex

Generates a reviewer-friendly pull request description from the branch diff. Use when opening a PR, when asked to summarize a branch, or before requesting review.

not rated 11 3mo ago A 34 tokens original CC0-1.0

skill-template

04

LichAmnesia/awesome-antigravity-skills

Skill Claude CodeCodex

Copy-paste scaffold for creating a new Antigravity Agent Skill. Use when you want to author a skill folder that follows the official SKILL.md format.

not rated 11 3mo ago A 35 tokens original CC0-1.0

LichAmnesia/unreal-engine-agent-skills

Skill Claude CodeCodex

Separate authoritative gameplay state from cosmetic presentation in UE5, and keep gameplay decisions from reading values that a decoration is allowed to modify — sockets moved by animation or IK, meshes offset by suspension or sway, camera transforms carrying shake and lag, interpolated or smoothed proxies, and…

not rated 5 2mo ago A 113 tokens original MIT

LichAmnesia/unreal-engine-agent-skills

Skill Claude CodeCodex

Define what counts as a hit in a UE5 project before writing queries — which object channels and trace channels exist and what each one means, who is allowed to decide a hit, how the collision response matrix is agreed on as shared global state, and whether a line, sweep, or overlap is the correct query for the speed…

not rated 5 2mo ago A 117 tokens original MIT

LichAmnesia/unreal-engine-agent-skills

Skill Claude CodeCodex

Make a game's core loop provable — seeded random streams, a fixed logic timestep, a headless match harness that runs full AI matches without rendering, automation tests for gameplay math, and the evidence artifacts (seeded replays, CSV dumps, logs, screenshots, performance baselines) that let an agent or a reviewer…

not rated 5 2mo ago A 138 tokens original MIT

LichAmnesia/unreal-engine-agent-skills

Skill Claude CodeCodex

Establish whether an engine feature is Production Ready, Beta, Experimental, or deprecated in the exact UE5 version this project uses, before building on it — by checking the plugin descriptors, editor labels, deprecation macros, and console variable help on this machine rather than trusting recalled defaults. Use…

not rated 5 2mo ago A 110 tokens original MIT

LichAmnesia/unreal-engine-agent-skills

Skill Claude CodeCodex

Decide which UE5 class owns each piece of runtime gameplay state by matching it to the lifetime the state must survive — Pawn, Controller, PlayerState, GameState, GameMode, or an engine subsystem — so that state does not vanish when a Pawn is destroyed, persist when it should reset, or become unreachable from the…

not rated 5 2mo ago A 120 tokens original MIT

ue5-phase-bans

10

LichAmnesia/unreal-engine-agent-skills

Skill Claude CodeCodex

Decide which UE5 systems are deliberately out of scope for the current phase and write bans an agent will actually respect — replication and networking, ability and gameplay-effect frameworks, Mass Entity and ECS paths, World Partition and large-world streaming, and test infrastructure beyond the minimum. Use when…

not rated 5 2mo ago A 112 tokens original MIT

ue5-project-context

11

LichAmnesia/unreal-engine-agent-skills

Skill Claude CodeCodex

Establish and maintain the single file of project facts every other UE5 skill reads first — exact engine version and install path, module layout and dependency direction, target platforms and architectures, plugin availability, units and coordinate conventions, phase bans (what is deliberately not being built yet)…

not rated 5 2mo ago A 127 tokens original MIT

LichAmnesia/unreal-engine-agent-skills

Skill Claude CodeCodex

Get the frame timing and reference frame right when spawning or launching something from a moving actor in UE5 — what velocity the spawned object inherits, which coordinate frame a solution was computed in, where in the tick order the transform is read, and what has or has not been updated at that moment. Use when…

not rated 5 2mo ago A 112 tokens original MIT

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: