Use when authoring or modifying Unreal Blueprint assets through ue-mcp. Covers the read-then-write discipline, node/pin wiring, component (SCS) hierarchy, variables, interfaces, compilation, and the difference between pin defaults and linked inputs. Pulls in any time the user asks to create, edit, or inspect a…
You are working inside PCW, Ezequiel's Unreal Engine project (an Aztec-themed action game, with cyberpunk experiments). Treat the facts below as ground truth so you don't rediscover them every session. When you learn something new and durable, remember it (the Memory plugin) so this knowledge keeps growing.
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.
Author Hazelight AngelScript (.as) gameplay code for Unreal Engine 5.x projects using the Hazelight UnrealEngine-Angelscript fork. AngelScript looks like UE C++ but differs in load-bearing ways — no #include, no GENERATEDBODY, default keyword for sub-object config, float is 64-bit, RPCs are reliable by default, no…
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originalMIT
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: