Ziya Arduç
Community@ziyarduc
it manager @ alis kuruyemis
Agent Skills by Ziya Arduç
Showing 66 vetted skills indexed across 1 GitHub repositories.
worker-gameloop-backend
Implements server-authoritative GameMode, GameState, and storm circle systems for UE5 battle royale.
plugins-and-modules
Create and manage Unreal Engine plugins with .uplugin descriptors and C++ modules.
importing-content
Import meshes, textures, and audio into Unreal Engine via the Interchange framework and legacy FBX pipeline.
timers-and-async
Implement timers, async tasks, and background threads in Unreal Engine C++.
integrator
Validates cross-module compatibility of C++ code in a UE5 Battle Royale project.
automation-and-testing
Write and run automated tests for Unreal Engine projects across all test layers.
worker-building-system
Implements UE5 build piece placement, material harvesting, and structure editing mechanics for a battle royale game.
ue5-auto-assistant
Routes natural-language Unreal Engine 5 requests to specialized skills and MCP tools.
levels-and-world-partition
Structure and stream Unreal Engine 5 worlds using World Partition, Data Layers, and Level Instances.
nanite-and-rendering
Configure Nanite virtualized geometry and the UE5 rendering pipeline including VSM, TSR, and post-process settings.
profiling-and-optimization
Diagnose Unreal Engine CPU, GPU, and memory bottlenecks using Unreal Insights, stat commands, and C++ instrumentation.
save-and-load
Persist and restore Unreal Engine game state using USaveGame slots and actor serialization.
editor-scripting-and-python
Automate Unreal Editor tasks using Python scripts, Blutility widgets, and editor subsystems.
ai-and-navigation
Implement Unreal Engine AI controllers, Behavior Trees, NavMesh pathfinding, EQS, and AI Perception.
audio-and-metasounds
Play and control 2D/3D audio in Unreal Engine using SoundWaves, SoundCues, MetaSounds, and Quartz.
coding-standards
Write Unreal Engine C++ code conforming to Epic's official coding standard.
debugging-techniques
Diagnose Unreal Engine C++ gameplay bugs using DrawDebug helpers, Visual Logger, and Gameplay Debugger.
ue5-ui-umg-slate
Implements UE5.6-UE5.8 UI features using UMG, Slate, and hybrid bridge widgets.
navigating-engine-source
Locate and verify exact Unreal Engine APIs, signatures, and module paths in on-disk engine source.
ue5-blueprint-workflow
Implements UE5.6-UE5.8 Blueprint graph features with deterministic node wiring and compile validation.
ue5-world-interaction
Implements UE5 pickup and spawner actors with overlap or trace detection and lifecycle control.
umg-and-slate
Build Unreal Engine game UI with UMG widgets, Slate, and CommonUI in C++.
data-driven-design
Implement Unreal Engine gameplay data using DataTables, DataAssets, curves, and config-driven settings.
materials-and-shaders
Author and drive Unreal Engine materials, instances, and runtime parameter changes in C++.
Frequently Asked Questions About Ziya Arduç
FAQPage SchemaWhat tasks can I accomplish with Ziya Arduç's Unreal Engine skills?▼
You can implement UE5 C++ gameplay systems including Actors, Components, Enhanced Input, Gameplay Ability System, multiplayer replication, save/load, AI behavior trees, Niagara VFX, MetaSounds, UMG/Slate UI, World Partition streaming, Nanite rendering, Chaos physics, animation, and packaging for Shipping builds.
Who are these Unreal Engine skills designed for?▼
They target Unreal Engine C++ developers, gameplay programmers, and technical designers working on UE 5.6-5.8 projects, including teams building networked games like the Bakırköy battle royale project with worker agents for weapons, building, AI bots, and map systems.
How do I use these skills in practice?▼
Invoke the skill matching your task—such as networking-and-replication for RPCs or materials-and-shaders for material parameters—and follow its C++ API guidance. The ue5-auto-assistant and ue5-module-router skills route ambiguous Unreal questions to the most precise dedicated skill automatically.
What engine versions and prerequisites do these skills require?▼
Skills target Unreal Engine 5.6 through 5.8 with C++ project setups. Prerequisites include familiarity with UObject reflection (UCLASS/UPROPERTY/UFUNCTION), module configuration via Build.cs and Target.cs files, and specific plugins like GameplayAbilities or the experimental Mover plugin where noted.
Do these skills cover testing, debugging, and deployment?▼
Yes. Dedicated skills cover automation testing (Spec tests, functional tests, CI runs), debugging with Visual Logger and Gameplay Debugger, logging with UE_LOG and assertions, profiling via Unreal Insights, and full cook/package/deployment pipelines using UAT BuildCookRun and IoStore chunking.