From UE_ReactUMG
ReactUMG 完整开发知识库。仅供 PlanReactUMG 和 DebugReactUMG Agent 显式调用,不应在日常开发中直接激活。包含所有开发规则、代码示例和最佳实践的详细参考文档。
npx claudepluginhub 15195999826/lomomarketplace --plugin UE_ReactUMGThis skill uses the workspace's default tool permissions.
**颜色类型**: See [colors.md](colors.md)
Guides Unity UI development using UGUI (Canvas, RectTransform, layouts) and UI Toolkit (USS, UXML), covering system selection, anchoring, performance, and common patterns.
Designs game UIs using Unity's UI Toolkit (USS/UXML/Flexbox) for HUDs, health bars, inventories, skill bars, with PanelSettings scaling and Safe Area support.
Provides quick reference for React 18+ patterns including functional components, container/presentational composition, and compound components during frontend development.
Share bugs, ideas, or general feedback.
颜色类型: See colors.md
TArray 用法: See tarray.md
Slot 布局: See slots.md
组件配置: See components.md
更新机制与交互: See patterns.md
遇到属性类型问题?
├─ 是颜色属性?
│ ├─ IDE 报 "R does not exist in SlateColor" → 用 {SpecifiedColor: {R,G,B,A}}
│ ├─ IDE 报 "SpecifiedColor does not exist" → 用 {R,G,B,A}
│ └─ 在 WidgetStyle 中? → 必须加 ColorUseRule: 0
│
├─ 是 TArray<T>?
│ └─ 用 UE.NewArray(type_constant) + .Add()
│
├─ 是 CanvasPanelSlot?
│ ├─ Anchors.Min == Max? → Offsets = Position/Size
│ └─ Anchors.Min != Max? → Offsets = Margin
│
└─ 其他 Slot? → Blueprint 属性 = TypeScript 定义
需要获取鼠标位置?
├─ 拖拽预览 / 全屏 Overlay → GetMousePositionOnViewport
└─ 需要转换到特定组件坐标 → AbsoluteToLocal(geometry, screenPos)
需要调用 UE API?
├─ 参数类型有 $Ref<T>? → 用 $ref/$unref
└─ EventReply 修改? → $ref 需要初始值
组件不更新?
├─ 检查 key 是否用了坐标等频繁变化的值
├─ 检查 Slot 引用是否变化
└─ 检查 ref 回调是否每次都创建新函数