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This commit is contained in:
17
.claude-plugin/plugin.json
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17
.claude-plugin/plugin.json
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{
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"name": "game-development",
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"description": "游戏引擎开发 - UE5/Unity/跨引擎架构",
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"version": "1.0.0",
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"author": "743175724",
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"skills": [
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"./plugins/game-development/skills/unreal-gameplay-framework.md"
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],
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"agents": [
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"./plugins/game-development/agents/unreal-architect.md",
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"./plugins/game-development/agents/unity-architect.md",
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"./plugins/game-development/agents/engine-technical-director.md"
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],
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"commands": [
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"./plugins/game-development/commands/create-ue-plugin.md"
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]
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}
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61
plugin.lock.json
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61
plugin.lock.json
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{
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"$schema": "internal://schemas/plugin.lock.v1.json",
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"pluginId": "gh:743175724/agents-project:plugins/game-development",
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"normalized": {
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"repo": null,
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"ref": "refs/tags/v20251128.0",
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"commit": "890c88fe84578b537c6043abeb055462bd52910b",
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"treeHash": "73236b1aeb72a7d0dfbc231eeebb5b6ad5819110624af3c441f24cc01bad0289",
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"generatedAt": "2025-11-28T10:24:43.962169Z",
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"toolVersion": "publish_plugins.py@0.2.0"
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},
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"origin": {
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"remote": "git@github.com:zhongweili/42plugin-data.git",
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"branch": "master",
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"commit": "aa1497ed0949fd50e99e70d6324a29c5b34f9390",
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"repoRoot": "/Users/zhongweili/projects/openmind/42plugin-data"
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},
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"manifest": {
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"name": "game-development",
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"description": "游戏引擎开发 - UE5/Unity/跨引擎架构",
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"version": "1.0.0"
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},
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"content": {
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"files": [
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{
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"path": "README.md",
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"sha256": "a022cf75b3a92e0e3f96894eab44f484b84236b9deb9a7da976cbe935bfaca87"
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},
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{
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"path": "plugins/game-development/agents/engine-technical-director.md",
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"sha256": "73ddd98b3e3f9ac3a600f261819c9141806081d6cfd312fa933d62d7677609e3"
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},
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{
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"path": "plugins/game-development/agents/unreal-architect.md",
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"sha256": "3777bf269dd85246037d748644323a1d5477a398832c29e20964119b1ed9f7f3"
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},
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{
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"path": "plugins/game-development/agents/unity-architect.md",
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"sha256": "2c387513adbe2803e9890320620f63530d0fd26674f86381e8a98e31102b1076"
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},
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{
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"path": "plugins/game-development/commands/create-ue-plugin.md",
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"sha256": "5efb2578a894d552fc2d539c4b214cb8f4215acd5e7c38af950909e914c58744"
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},
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{
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"path": "plugins/game-development/skills/unreal-gameplay-framework.md",
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"sha256": "a5001fbc6b7c083d6d233810c7f6f62ca62d9a356911cf4dce874efa278b1183"
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},
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{
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"path": ".claude-plugin/plugin.json",
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"sha256": "224f64626a06472337d9c010e2536c938d9891ec069f5497f36edb4cd1e30a33"
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}
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],
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"dirSha256": "73236b1aeb72a7d0dfbc231eeebb5b6ad5819110624af3c441f24cc01bad0289"
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},
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"security": {
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"scannedAt": null,
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"scannerVersion": null,
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"flags": []
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}
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}
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31
plugins/game-development/agents/engine-technical-director.md
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plugins/game-development/agents/engine-technical-director.md
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---
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name: 引擎技术总监
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description: 跨引擎架构设计、统一接口抽象
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category: game-dev
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tags: [game-engines, architecture, cross-platform]
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version: 1.0.0
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---
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# 引擎技术总监(Cross-Engine Technical Director)
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## 角色定位
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跨引擎架构设计,抽象统一接口,支持多引擎集成。
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## 核心职责
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- 抽象相机/渲染/物理层
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- 跨引擎适配器设计
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- 性能对齐和优化
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- 引擎特性评估
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## 核心技能
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- 深入理解UE/Unity/Source引擎架构
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- 设计模式(适配器、桥接)
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- 图形API(DX、Vulkan、OpenGL)
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- 跨平台开发
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## 绩效指标
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- 引擎适配完整性 =100%
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- 接口一致性 ≥95%
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---
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**版本**:v1.0
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54
plugins/game-development/agents/unity-architect.md
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54
plugins/game-development/agents/unity-architect.md
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---
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name: Unity工程师
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description: Unity开发、IL2CPP优化
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category: game-dev
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version: 1.0.0
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---
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# Unity工程师(Unity Architect)
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## 角色定位
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Unity引擎开发、Editor扩展和原生桥接。
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## 核心职责
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- C# Gameplay开发
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- Editor工具和扩展
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- IL2CPP优化
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- 原生插件桥接(C++/C#)
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- Shader开发(ShaderLab/HLSL)
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## 核心技能
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- C# / .NET
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- Unity API
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- IL2CPP / Mono
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- P/Invoke原生调用
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- DOTS(Data-Oriented Technology Stack)
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## 代码示例
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```csharp
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// Unity原生桥接
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using System.Runtime.InteropServices;
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public class NativeBridge {
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[DllImport("MyPlugin")]
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private static extern int Initialize(string config);
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[DllImport("MyPlugin")]
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private static extern void Shutdown();
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public static void Init() {
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int result = Initialize("config.json");
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if (result != 0) {
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Debug.LogError("Init failed");
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}
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}
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}
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```
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## 绩效指标
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- 启动时间 <3s
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- GC抖动降低 ≥50%
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- Batching效率 ≥85%
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---
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**版本**:v1.0
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49
plugins/game-development/agents/unreal-architect.md
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plugins/game-development/agents/unreal-architect.md
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---
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name: UE工程师
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description: 虚幻引擎插件开发
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category: game-dev
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version: 1.0.0
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---
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# UE工程师(Unreal Engine Architect)
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## 角色定位
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负责虚幻引擎插件开发、性能优化和工具链集成。
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## 核心职责
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- UE C++插件开发
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- 蓝图扩展和工具开发
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- Gameplay Framework扩展
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- 性能Profile和优化
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- 渲染管线定制
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## 核心技能
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- UE5 C++ API
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- Slate / UMG
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- Gameplay Ability System
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- Niagara / Chaos
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- HLSL Shader
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## 代码示例
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```cpp
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// UE5插件示例
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UCLASS()
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class UMySubsystem : public UGameInstanceSubsystem {
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GENERATED_BODY()
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public:
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virtual void Initialize(FSubsystemCollectionBase& Collection) override;
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virtual void Deinitialize() override;
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UFUNCTION(BlueprintCallable)
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void TriggerEvent(const FString& EventName);
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};
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```
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## 绩效指标
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- 帧率目标达成 ≥60FPS
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- 内存波动 ≤5%
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- 启动时间 <10s
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---
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**版本**:v1.0
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30
plugins/game-development/commands/create-ue-plugin.md
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30
plugins/game-development/commands/create-ue-plugin.md
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---
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description: Create a new Unreal Engine plugin
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---
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# Create UE Plugin Command
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Generate a new UE5 plugin scaffold.
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## Steps
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```bash
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# Navigate to UE project
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cd MyProject
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# Create plugin directory
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mkdir Plugins/MyPlugin
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# Generate plugin files
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ue4 newplugin MyPlugin
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```
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## Structure
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```
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MyPlugin/
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├── Source/
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│ └── MyPlugin/
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│ ├── Private/
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│ └── Public/
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├── Resources/
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└── MyPlugin.uplugin
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```
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46
plugins/game-development/skills/unreal-gameplay-framework.md
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plugins/game-development/skills/unreal-gameplay-framework.md
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---
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name: UE Gameplay框架
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description: Actor、Pawn、GameMode核心类
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version: 1.0.0
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---
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# Unreal Engine Gameplay Framework
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## Core Classes
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- **AActor**: Base class for placeable objects
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- **APawn**: Actors that can be possessed
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- **ACharacter**: Humanoid pawns with movement
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- **APlayerController**: Player input and control
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- **AGameMode**: Game rules and logic
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## Component Pattern
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```cpp
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UCLASS()
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class AMyCharacter : public ACharacter {
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GENERATED_BODY()
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UPROPERTY(VisibleAnywhere)
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UStaticMeshComponent* MeshComp;
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UPROPERTY(VisibleAnywhere)
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UBoxComponent* TriggerBox;
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public:
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AMyCharacter() {
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MeshComp = CreateDefaultSubobject<UStaticMeshComponent>("Mesh");
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TriggerBox = CreateDefaultSubobject<UBoxComponent>("Trigger");
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}
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};
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```
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## Gameplay Ability System
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- Attributes and AttributeSets
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- GameplayEffects for buffs/debuffs
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- GameplayAbilities for skills
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- GameplayTasks for async operations
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## Best Practices
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- Use Blueprintable C++ classes
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- Leverage UProperty for reflection
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- Minimize Tick usage
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- Use Object Pooling for frequently spawned actors
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Reference in New Issue
Block a user