uefn-verse-basics

📁 flohhhhh/skills 📅 7 days ago
3
总安装量
3
周安装量
#61292
全站排名
安装命令
npx skills add https://github.com/flohhhhh/skills --skill uefn-verse-basics

Agent 安装分布

opencode 3
gemini-cli 3
claude-code 3
github-copilot 3
codex 3
kimi-cli 3

Skill 文档

UEFN Verse Basics

Overview

Use this skill for practical “get started and keep moving” support in UEFN + Verse. Treat Epic docs as source of truth and guide users through a concrete, testable loop.

Read Order

  1. references/docs-map.md for source routing.
  2. references/bootstrap-checklist.md for end-to-end onboarding and DX loop.

Execution Model

  1. Confirm the user stage: install, new project, first Verse file, compile, playtest, debug, or team workflow.
  2. Give only the next actionable step set (avoid dumping all docs at once).
  3. Prefer the smallest working loop: create Verse file -> build Verse code -> place device -> launch session -> verify behavior -> iterate.
  4. If blocked, diagnose by failure class: environment, compile, session/push, device wiring, runtime logic.
  5. Always include the exact Epic page link used.

Minimal UEFN Verse Patterns

Keep these snippets tiny and adapt imports/devices to the target island.

First Device Skeleton

using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }

hello_world_device := class(creative_device):
    OnBegin<override>()<suspends>:void =
        Print("Hello from UEFN Verse")

Editable Device Reference

using { /Fortnite.com/Devices }

example_device := class(creative_device):
    @editable
    Button:button_device = button_device{}

DX Guardrails

  • State clearly which steps require UEFN GUI interactions.
  • In compile loops, prefer Build Verse Code first, then Push Verse Changes for Verse-only edits.
  • After changing placed device behavior, use Push Changes when needed so level state/device updates are applied.
  • In troubleshooting, start with Message Log + Verse Build status, then validate device placement and editable assignments.
  • For collaborative projects, prefer Unreal Revision Control workflows early (sync/check-out/check-in discipline).