- README project context: .spaghetti file (rejected design) → Config/DefaultGame.ini [/Script/Spaghetti.SpaghettiProjectSettings] via the editor connector's Project Settings; "setup CLI is coming" dropped (CLI is reserve) in favor of roadmap-neutral wording - SKILL.md: prerequisites now describe the ini section and the personal-account fallback (the old "Agentic Directive creates .spaghetti" mechanism never shipped); tool roster renamed to the live server's (analyze_logs, tidy_assets, five free research tools incl. project-scoped temporal ones); context/billing section updated with the 402=credits vs 403=sign-in/onboarding taxonomy - plugin.json: version 0.1.1 → 0.3.1, tracking the editor connector mcp.json unchanged — URL-only config is already correct for the first-party AS (CIMD/DCR discovery, no credentials in the manifest).
112 lines
4.7 KiB
Markdown
112 lines
4.7 KiB
Markdown
---
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name: ue5-unreal
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description: >
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Unreal Engine 5 development assistant — log analysis, asset auditing,
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knowledge-base search, and Python script generation via Spaghetti Unreal AI
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Workbench. Call these tools when the user is working in a UE5 project and
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needs expert help with crashes, asset cleanup, engine docs, or editor
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automation.
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---
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# UE5 Unreal AI Workbench Tools
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This skill provides access to Spaghetti's Unreal AI Workbench MCP tools.
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These tools run on a remote server (`mcp.spaghetti.gg`) and require
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authentication via OAuth (your client handles this automatically on first
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connect — a browser window opens for sign-in at spaghetti.gg).
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## Prerequisites
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Project context is **optional**. If present, it lives in the project's
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`Config/DefaultGame.ini` under `[/Script/Spaghetti.SpaghettiProjectSettings]`
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(`TeamId`, `ProjectId`, written by the Spaghetti editor connector's Project
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Settings page). If the section is absent, tools run on the user's personal
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account — that is a valid state, not an error. Do not hand-edit the ini while
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the editor is running (the editor owns that file); context changes go through
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the connector's Project Settings.
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## Available tools
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### Log Analyzer (`analyze_logs`)
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**When to call:** The user reports a UE5 crash, pastes an output log, or
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mentions a crash dump / minidump — or wants structured findings from any UE
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log file.
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**What it does:** Parses the UE5 Output Log and crash dumps, identifies
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root-cause nodes or C++ pointers, and returns a precise fix with context from
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the proprietary UE5 bug knowledge base.
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**Input:** Log text (paste the Output Log contents or the relevant section).
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**Safety:** Read-only analysis. Returns a diagnosis + suggested fix; does
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not modify project files.
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### Asset Janitor (`tidy_assets`)
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**When to call:** The user asks about asset cleanup, naming conventions, unused
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assets, missing LODs, or compliance reports.
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**What it does:** Finds textures without LODs, detects naming-convention
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violations (`T_`, `BP_`, etc.), identifies unused/0-reference assets, and
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generates compliance reports.
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**Input:** Optionally specify which checks to run (naming, LODs, unused).
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**Safety:** Audit is read-only. If the user wants to apply fixes, use
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Tool-Maker to generate a dry-run Python script first.
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### Research tools (free)
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**When to call:** The user asks about UE5 engine architecture, best practices,
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or how specific systems work — or wants to search their project's ingested
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logs and knowledge.
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- **`search_docs_code`** — semantic search over curated UE engine
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documentation and source code.
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- **`search_patterns`** — known engine patterns and anti-patterns (verified
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node setups, Blueprint conventions).
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- **`search_logs_temporal`** — the project's ingested log events over time
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(requires project context).
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- **`query_temporal_relations`** — temporal knowledge-graph queries over the
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project's entities and their relations (requires project context).
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- **`investigate_incident`** — multi-source incident investigation across the
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project's logs, entities, and relations (requires project context).
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**Input:** Natural-language query about UE5 or the project's knowledge base.
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### Tool-Maker (`make_tool`)
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**When to call:** The user wants to automate a UE5 editor task (batch-rename
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assets, apply materials, configure project settings, etc.).
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**What it does:** Generates a safe, production-quality Python script using
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`unreal.EditorAssetLibrary` API. The script runs via the UE 5.8 Python remote
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execution bridge.
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**Safety — three-layer model:**
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1. **API allowlist:** only approved `unreal.EditorAssetLibrary` functions.
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2. **Dry run:** scripts default to simulation mode (log what would happen,
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don't execute destructive ops).
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3. **Human approval:** before any destructive script runs, the user sees an
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Approve/Reject dialog.
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**Always show the generated script to the user before executing.** If the
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script modifies assets, wrap in `unreal.ScopedTransaction` for undo support.
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## Safety defaults
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- **Never auto-delete assets** without explicit user confirmation.
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- **Prefer dry-run mode** for any script that modifies the project.
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- **Use ScopedTransaction** for reversible operations (enables Ctrl+Z).
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- **Read the Output Log** for errors after any automated editor operation.
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## Context and billing
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The `Config/DefaultGame.ini` Spaghetti section (see Prerequisites) identifies
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which team and project this UE5 project belongs to; billed tools draw from
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that team's wallet — the research tools are free. On `402 Payment Required`,
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direct the user to top up at `spaghetti.gg/billing`. A `403` with a portal
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URL means the account needs to sign in or finish onboarding — open the URL;
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retrying will not help.
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