mattpocock-skills
claudeMatt Pocock's agent skills for real engineering (grilling, spec/ticket flows, TDD, code review, domain modelling and more).
39 skills
Unreal Engine development skills + the unrealMCP live-editor bridge.
Plugin unreal-skills from marketplace unreal-harness in oliver-io/unreal-harness. Commands read from the repo's manifest — 1 month ago.
architectWrite or update an architecture document for an Unreal Engine system — a conceptual spec a senior engineer can build from. Use when someone wants to "document this system", "write an architecture doc", "spec a feature before building it", "describe how X works for the team", or "update the docs to m
automated-testerSet up an automated, agent-observed end-to-end test (or a guarded dev loop) for an Unreal feature in this harness. Use when someone wants to "add a test", "test this feature end-to-end", "verify X works in PIE", "build a verification harness", "guard this feature with a test", or "make a guardrail l
bootstrapCreate a new Unreal Engine project under projects/ wired to this repo's UnrealMCP plugin and pre-configured with the recommended engine built-in plugins (Niagara, Water, GeometryScripting, GAS, StateTree, animation, runtime mesh, etc.), and give the project its own agent-facing CLAUDE.md. Use when s
capture-poseTurn a human-framed editor viewport into a reproducible, automated IN-GAME screenshot. The human positions the level-editor camera on whatever they want to see; this records that exact pose (location/rotation/FOV/aspect) and reproduces it inside the running game (PIE) through the real game render pa
docsBuild and maintain a game project's architecture-documentation system — a bidirectionally-navigable, code-synced knowledge base genericized from a production UE reference project's two-taxonomy model. One namespace, three modes. `/docs taxonomy` builds the FORWARD taxonomy (the file-by-file source a
gameliftAdvise on integrating AWS GameLift (GameLift Servers) — choosing a hosting model, designing game session queues and FlexMatch matchmaking, and deciding how much of the match/place/run lifecycle to own vs delegate to AWS. Use when someone asks "how do I set up a GameLift queue", "add matchmaking", "h
gimp-importImport a layered GIMP composition (.xcf) into Unreal as correctly-configured UTexture2D assets and wire it up — in one of two modes. MOCKUP mode recreates a GIMP-authored UI/HUD layout as a UMG widget one time (tight-crop + anchor math, the user fine-tunes after). CONTRACT mode establishes a LIVING
iconProduce a UI icon end-to-end for any UE project — pick the art style (object / glyph / glyph-mono), generate the art (GPT image gen → background removal → downscale to a crisp transparent PNG), review it on a checkerboard contact sheet, import it as a correctly-configured UTexture2D (sRGB + EditorIc
key-indicator-helperRender a "press this key" indicator on screen — a glyph (letter / SPACE / SHIFT / LMB) painted on a key-shaped tile (a keycap, square, or pill texture). Use when a project needs keypress hints, input prompts, a controls overlay, a tutorial "press W/A/S/D" row, or any "show the player which key to pr
neo4jProject a live Unreal project's assets — Blueprints, StateTrees, materials, Niagara, data tables — into a Neo4j graph database so their topology becomes queryable with Cypher. Use when someone wants to "dump/ingest assets into Neo4j", "graph the Blueprints", "build a Blueprint/StateTree graph", "que
networkingAdvise on Unreal Engine multiplayer networking and replication — choosing a replication system (Iris vs legacy vs Replication Graph), picking the right device per kind of state (replicated property vs RPC vs custom serialization vs nothing), and the server-authority/prediction/validation discipline
npc_logicAdvise on how to architect complicated NPC / creature / enemy AI in Unreal Engine — the layered model (multi-sense perception → pawn-side awareness memory → StateTree decision → action execution → data-asset tuning) and how to turn a behavior spec into that structure. Use when someone wants to "desi
onboardGet this repo configured to run on the user's machine. Use when someone has just cloned/opened the Unreal Engine MCP repo and wants to set it up, "onboard", get started, or install its dependencies. Covers three things — (0) a dependency survey + install walkthrough (minimal vs full vs custom profil
positionSpecialist for reasoning about the position, orientation, and spatial geometry of objects in an Unreal Engine world — actors, the camera, skeletal-mesh bones, sockets, attached meshes, and projectiles. Knows UE's default coordinate conventions (world axes, actor forward, FRotator order, transform co
progress-videoTurn a project's accumulated QA screenshots (projects/<Game>/Saved/Screenshots/**) into a development-story video — a curated, narrative-ordered slideshow that accelerates through the debug era, eases out to linger on the polished shots, crossfades throughout, and ends by dissolving into a real game
refactorRun a disciplined, document-driven refactoring loop on a game (or on the harness's own Bun/TS code) — DRY/functional C++ extraction, TypeScript service de-duplication, UMG/Slate widget consolidation, or feature-first project/asset structure. Genericized from a production UE reference project's prove
seeAnalyze an image/texture to understand its REAL geometry — true (trimmed) dimensions ignoring transparent padding, the opaque content bounds, the solid interior that's safe to render content/text over, the bright field vs a dark/burnt rim, edge feathering, shape, and whether it will distort if stret
textureGenerate a tileable PBR texture set with local Python (numpy/PIL) AND land it as real Unreal assets over the MCP. Pass the full Python source as the argument — the skill stages and runs it, then imports the resulting PNGs to /Game/Generated/<slug>/, builds (or reuses) a master material, creates a pe
ue-expertA frontloaded knowledge base of HIGHLY SPECIFIC, known-good Unreal Engine (UE5, C++) footguns and performance patterns — the engine-level traps that produce confident-but-wrong code. Consult when writing or reviewing UE code and you want to avoid (or diagnose) an engine gotcha: "why is this slow / h
video-critiqueExternal, grounded critic for MOTION — judge a PIE recording of a high-change visual phenomenon (an animation, a VFX burst, a transition, physics in flight) against a written expected behaviour, the video sibling of /visual-critique's SPEC mode. Records the live game with pie_record_* and judges the
visual-critiqueExternal, grounded critic for a RENDER against a DESIRED STATE that is EITHER a reference IMAGE or a written TEXT spec — one skill, two modes. IMAGE mode (--reference <img>): art-direction comparison — sends the reference + the render to Gemini and returns a calibrated, rubric-scored breakdown of wh
unrealMCPconnects to: http://127.0.0.1:8765/mcp
Matt Pocock's agent skills for real engineering (grilling, spec/ticket flows, TDD, code review, domain modelling and more).
39 skills
Core skills library for Claude Code: TDD, debugging, collaboration patterns, and proven techniques
15 skills · hooks
Official Next.js skills: adopt and optimize Cache Components, adopt Partial Prefetching, and verify runtime behavior against a running dev server.
6 skills
Persistent memory for Claude Code: the next session starts where the last one left off.
29 skills · 1 MCP server · hooks
tasteskill 2.5.1: professional company websites at the figma.com and x.ai level, with one section per screen, real photographs, real product UI, effects kept for tech and gaming pages, and a real-browser checker and finish gate.
1 skill
Up-to-date documentation lookup. Pull version-specific documentation and code examples directly from source repositories into your coding agent's context.
1 MCP server
This page updates itself from your repo. Add the badge to your README, or get it Featured to pin it above the organic results with a followed link to your site.