italink/unrealclientprotocol/unreal-modeling-create
Claude Code and agent skill by italink/unrealclientprotocol
- community
Checking that the SKILL.md file is still in the repository.
Create geometry through the GeometryScript modeling workflow. Use when the user asks to create primitives, generate profile-based shapes, or produce mesh assets or working meshes for downstream pipelines.
Install
npx vskill@latest install italink/unrealclientprotocol/unreal-modeling-createSKILL.md
Modeling — Create
Prerequisite: read unreal-modeling-core first.
Goal
Use this skill when the output should be one of the following:
- a transient working mesh for further processing
- a static mesh asset updated from generated geometry
- a new geometry result that will be consumed by a higher-level pipeline
Required decision rules
If the user wants a new mesh to be processed later
Stop at the working mesh stage unless asset output is explicitly required.
If the user wants a reusable asset result
Create geometry in a working mesh first, then write it to a static mesh asset.
Standard create workflow
Primary libraries
/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshPrimitiveFunctions/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_MeshModelingFunctions/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_SimplePolygonFunctions/Script/GeometryScriptingCore.Default__GeometryScriptLibrary_PolyPathFunctions/Script/GeometryScriptingEditor.Default__GeometryScriptLibrary_CreateNewAssetFunctions
Recipe: create a primitive working mesh
Use when
You need a box, sphere, cylinder, capsule, cone, disc, or torus as the starting point for later processing.
Steps
- create a working mesh
- call a primitive append function on the working mesh
- if needed, continue into meshops / deform / UV steps
- only write back if asset output is required
Output
- default output: working mesh path
- asset output only if explicitly requested
Recipe: create profile-based geometry
Use when
You need extrude / revolve / sweep style generation.
Steps
- create a working mesh
- construct the required polygon/path inputs
- call the relevant GeometryScript modeling/path functions
- validate geometry
- hand off the working mesh or write back
Recipe: create asset output from generated geometry
Use when
The end result must exist as a real mesh asset.
Steps
- create and populate a working mesh
- optionally preprocess normals / UV / repair
- write back to an existing asset or create a new asset
- if required, generate collision as a separate finalization step
Common mistakes to avoid
- writing to assets too early before geometry preparation is complete
- skipping the working mesh stage
- combining creation and business-layer policy decisions in the same step
Security
- Security scanPassed, 90 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingSkills/unreal-modeling-create/SKILL.md
Popularity
- Repository stars
- 114
- Repository forks
- 14
- 7-day trend score
- 24
Stars and forks are for the whole GitHub repository, not this skill alone. Not refreshed yet.
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