k-spec-data

Create and validate ProjectK DataAssets with UPrimaryDataAsset patterns and Asset Manager configurations.

Updated Aug 27, 2026
One-click install
npx skills add https://github.com/ewertonxyz/ProjectK --skill k-spec-data
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: k-spec-data
Source: https://github.com/ewertonxyz/ProjectK/tree/main/.claude/skills/k-spec-data
Command: npx skills add https://github.com/ewertonxyz/ProjectK --skill k-spec-data

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve?

k-spec-data provides a structured framework to create and validate DataAssets in ProjectK, ensuring consistency and correctness in game assets management.

Core Features & Use Cases

  • DataAsset Creation: Offers guidelines for creating DataAssets, including asset subclasses and naming conventions.
  • Validation: Includes rules for Asset Manager settings, naming prefixes, and in-editor validation.
  • Use Case: Utilize k-spec-data to create a new weapon DataAsset, ensuring it adheres to the specified patterns and validations before integration into the game.

Quick Start

Create a new weapon DataAsset using the patterns and guidelines provided in k-spec-data and validate it within GameEditor.

Frequently Asked Questions about k-spec-data

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create and validate DataAssets in ProjectK?▼

To create and validate DataAssets in ProjectK, use k-spec-data to apply UPrimaryDataAsset patterns, enforce naming prefixes, and integrate Data Validation layers for game asset consistency.

What are the naming conventions for UPrimaryDataAsset subclasses?▼

UPrimaryDataAsset subclasses require specific naming prefixes enforced by k-spec-data validation rules to maintain structural consistency across Asset Manager configurations and game asset management.

How does the Data Validation layer work for game assets?▼

The Data Validation layer works by enforcing Asset Manager configurations and naming prefixes through in-editor validation, ensuring DataAssets adhere to UPrimaryDataAsset patterns before game integration.

Can I use k-spec-data for weapon DataAsset creation in GameEditor?▼

Yes, k-spec-data guides weapon DataAsset creation in GameEditor by providing UPrimaryDataAsset patterns and validation rules to ensure assets pass in-editor validation before game integration.

What's the best way to manage Asset Manager settings for ProjectK DataAssets?▼

The best way to manage Asset Manager settings is applying k-spec-data validation rules, which enforce correct configurations and naming prefixes for UPrimaryDataAsset patterns during DataAsset creation.

Why does DataAsset validation fail during in-editor checks?▼

DataAsset validation fails when created assets violate enforced naming prefixes, Asset Manager configurations, or UPrimaryDataAsset patterns specified by the Data Validation layer integration.