Use when implementing or debugging Unreal Engine UMG, Widget Blueprints, Blueprints, animation graphs, editor assets, or C++ UI…
Map an unfamiliar Unreal project before changing it, including modules, plugins, targets, content conventions, maps, and tests.
Check if a UE5 material node type exists in the registry.
Importing textures, configuring texture settings, or optimizing textures in Unreal Engine
Enforces the non-happy paths every screen owes the user — loading/empty/error/content resolved in ONE switch over an AsyncValue or sealed…
Use when bridging UIKit and SwiftUI, modernizing UIKit apps (scene lifecycle, resizability), debugging Auto Layout, Combine, TextKit…
When to activate: UIKit, UIViewController, UITableView, UICollectionView, Auto Layout, view lifecycle, UINavigationController
Use when wrapping UIKit views/controllers in SwiftUI, embedding SwiftUI in UIKit, or debugging UIKit-SwiftUI interop issues.
UKG Pro integration via Apideck's HRIS unified API — same methods work across every connector in HRIS, switch by changing `serviceId`.
Take a screenshot of Unity Editor windows and save as PNG image.
Clear Unity console logs via uloop CLI. Use when you need to: (1) Clear the console before running tests, (2) Start a fresh debugging…
Execute C# code dynamically in Unity Editor via uloop CLI.
Execute Unity MenuItem via uloop CLI. Use when you need to: (1) Trigger menu commands programmatically, (2) Automate editor actions (save…
Find GameObjects with search criteria via uloop CLI.
Bring Unity Editor window to front via uloop CLI.
Get Unity Hierarchy structure via uloop CLI.
Get Unity Console output including errors, warnings, and Debug.Log messages.
Get Unity Search provider details via uloop CLI.
Execute Unity Test Runner via uloop CLI.
Use when performing code review, writing or refactoring code, or discussing architecture; complements clean-code and does not replace…
Rollback the last destructive operation using git or project backups