Unreal Engine Material Editor skill for PBR workflows, material instances, shader complexity, and material functions.
Creates and manages Unreal Engine materials, instances, and functions for PBR workflows.
npx claudepluginhub a5c-ai/babysitterThis skill is limited to using the following tools:
README.mdMaterial development using Unreal Engine's Material Editor.
This skill provides capabilities for creating materials in Unreal Engine, including PBR workflows, material instances, and custom shader development.
1. Create Material Parameter Collection
2. Define scalar/vector parameters
3. Reference in materials
4. Update from Blueprint/C++
UMaterialInstanceDynamic* DynMat =
UMaterialInstanceDynamic::Create(BaseMaterial, this);
DynMat->SetScalarParameterValue(FName("Damage"), DamageAmount);
MeshComponent->SetMaterial(0, DynMat);
1. Create Material Layer asset
2. Define layer parameters
3. Create Material Layer Blend
4. Configure blending
5. Use in Material
Activates when the user asks about AI prompts, needs prompt templates, wants to search for prompts, or mentions prompts.chat. Use for discovering, retrieving, and improving prompts.
Search, retrieve, and install Agent Skills from the prompts.chat registry using MCP tools. Use when the user asks to find skills, browse skill catalogs, install a skill for Claude, or extend Claude's capabilities with reusable AI agent components.
This skill should be used when the user asks to "create a hook", "add a PreToolUse/PostToolUse/Stop hook", "validate tool use", "implement prompt-based hooks", "use ${CLAUDE_PLUGIN_ROOT}", "set up event-driven automation", "block dangerous commands", or mentions hook events (PreToolUse, PostToolUse, Stop, SubagentStop, SessionStart, SessionEnd, UserPromptSubmit, PreCompact, Notification). Provides comprehensive guidance for creating and implementing Claude Code plugin hooks with focus on advanced prompt-based hooks API.