OrionUE/Orion_FreeEdition
Skill Claude CodeCodex
Use when Codex works on Unreal Engine InputCore or low-level input foundations: FKey, EKeys, FKeyDetails, FInputKeyManager, key display names, key categories, gamepad/mouse/touch/modifier/analog classification, platform key conversion, FGenericPlatformInput, UPlayerInput, UInputComponent, legacy action/axis mappings…
OrionUE/Orion_FreeEdition
Skill Claude CodeCodex
Use when working with Unreal Engine source Installed Builds, BuildGraph InstalledEngineBuild.xml, minimal editor-only installed build, Rider/Visual Studio repeatedly compiling thousands of Engine/Editor actions, EngineAssociation registry aliases, UnrealVersionSelector, BuildGraph DDC/XGE/pdbcopy/disk-space failures…
OrionUE/Orion_FreeEdition
Skill Claude CodeCodex
Use when working with Unreal Engine MetaSound/MetaSounds: MetaSound Source or Patch assets, Content/Audio/MetaSounds assets, MetaSound graph nodes, UMetaSoundBuilderSubsystem, UMetaSoundEditorSubsystem, MetaSound interfaces, ProjectAcoustics MetaSound parameters, or MCP automation for MetaSound creation and graph…
OrionUE/Orion_FreeEdition
Skill Claude CodeCodex
Use when creating, editing, validating, or debugging Niagara assets in this Unreal project, including Niagara Systems, Emitters, renderers, materials, component wrappers, Blueprint wrappers, and MCP Niagara toolset workflows.
OrionUE/Orion_FreeEdition
Skill Claude CodeCodex
Lookup Unreal Engine rendering console variables and commands, currently backed by a UE 5.8 source-derived inventory. Use for renderer CVars, console commands, RendererSettings, DefaultScalability, platform rendering flags, runtime-editable flags, startup-only flags, and feature areas such as Lumen, Nanite, shadows…
OrionUE/Orion_FreeEdition
Skill Claude CodeCodex
Use when Codex works on Unreal Engine ReplicationGraph or multiplayer replication scalability: UReplicationGraph, UReplicationGraphNode, UBasicReplicationGraph, UNetReplicationGraphConnection, actor replication lists, grid spatialization, always-relevant routing, owner-only routing, dormancy, tear-off actors…
OrionUE/Orion_FreeEdition
Skill Claude CodeCodex
Use when Codex must write, modify, review, or explain Unreal Engine C++/plugin/editor/gameplay code and needs to learn actual local APIs before acting: source indexes, class hierarchy, module/plugin ownership, Build.cs, uplugin descriptors, dependencies, includes, UHT reflection, properties, functions, delegates, call…
OrionUE/Orion_FreeEdition
Skill Claude CodeCodex
Use when Codex needs to generate, refresh, or query a portable Unreal Engine source index before broad engine searches: Engine/Source modules, Engine/Plugins descriptors, plugin modules, Build.cs files, uplugin files, module ownership, source roots, public/private/classes folders, runtime/editor module type, loading…
OrionUE/Orion_FreeEdition
Skill Claude CodeCodex
Use when working on Unreal Engine texture and image asset optimization: 贴图太大, 纹理太大, 包体积大, packaged build size, Texture2D, TextureCube, UDIM, virtual texture, runtime virtual texture, streaming virtual texture, Texture Streaming Pool over budget, r.Streaming.PoolSize, r.Streaming.MipBias, sg.TextureQuality…
OrionUE/Orion_FreeEdition
Skill Claude CodeCodex
Use when creating, reviewing, or modifying Unreal Engine plugins that wrap third-party SDKs or native libraries: ModuleType.External, Source/ThirdParty External module declarations, plugin-root ThirdParty artifacts, Build.cs include/lib/runtime dependency setup, RuntimeDependencies staging, DLL/so/dylib loading…
OrionUE/Orion_FreeEdition
Skill Claude CodeCodex
Use when Unreal Engine Visual Studio project file generation fails or appears ineffective after engine upgrade, EngineAssociation changes, Generate Visual Studio project files, UnrealVersionSelector, UnrealBuildTool -ProjectFiles, .sln/.slnx stale engine paths, Rider or MSBuild reports MSB4019 for…
OrionUE/Orion_FreeEdition
Instructions file CodexOpenCode
Repository-specific instructions for Orion_FreeEdition, including rules for intelligent processing, game architecture, code formatting, and feature usage.