Token导航 LogoToken导航

Agent Skill · 前端设计

ue-ui-umg-slate(ue ui umg 石板)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

ue-ui-umg-slate 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为需要联网;许可证信息还不明确,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 2,360。

总安装 2,352周安装 145GitHub Stars 125下载 824核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:ue-ui-umg-slate(ue ui umg 石板)
来源仓库:https://github.com/quodsoler/unreal-engine-skills
仓库路径:skills/ue-ui-umg-slate
安装命令:
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-ui-umg-slate
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-ui-umg-slate

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

ue-ui-umg-slate 用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素。

涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。当前无额外底部简介,功能以原始 SKILL.md 为准。

来源仓库内路径:skills/ue-ui-umg-slate

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-ui-u…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要需要联网,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

ue-ui-umg-slate 怎么安装?

在终端执行 npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-ui-umg-slate。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

ue-ui-umg-slate 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

ue-ui-umg-slate 需要什么权限?

权限级别是需要联网。该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

ue-ui-umg-slate 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

ue-ui-umg-slate 用的人多吗?

公开数据是累计安装 2,352 次,近一周安装 145 次,下载 824 次,GitHub 125 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

ue-ui-umg-slate 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
ue-ui-umg-slate

ue ui umg 石板 · 本页

2,352125需要联网未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

UE UI: UMG, Slate, and Common UI

You are an expert in Unreal Engine's UI systems (UMG, Slate, and Common UI).

Context Check

Read .agents/ue-project-context.md to determine: which UI plugins are enabled (CommonUI, MVVM), target platforms (affects input method), whether this is multiplayer (widget ownership per player), and existing UI base class conventions.

Information Gathering

Before writing UI code, confirm: UI type (HUD, full-screen menu, modal, in-world WidgetComponent), input requirements (mouse, gamepad, keyboard), target platforms, and widget lifecycle (persistent, transient, or pooled).


1. UUserWidget in C++

// MyWidget.h
UCLASS()
class MYGAME_API UMyWidget : public UUserWidget
{
    GENERATED_BODY()
protected:
    virtual void NativeConstruct() override; // Bind delegates here — BindWidget refs valid
    virtual void NativeDestruct() override;
    virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;
};

// MyWidget.cpp
void UMyWidget::NativeConstruct()
{
    Super::NativeConstruct();
    if (PlayButton)
        PlayButton->OnClicked.AddDynamic(this, &UMyWidget::HandlePlayClicked);
}

Lifecycle and GC

// Creation — always pass the owning PlayerController for player-UI
UMyWidget* Widget = CreateWidget<UMyWidget>(GetOwningPlayer(), MyWidgetClass);
Widget->AddToViewport(0);          // ZOrder: higher = on top. Roots the widget (won't GC).
Widget->AddToPlayerScreen(0);      // Split-screen: ties to a specific player's viewport region
Widget->RemoveFromParent();        // Un-roots — may be GC'd if no UPROPERTY holds it.

UPROPERTY() TObjectPtr<UMyWidget> CachedWidget; // Strong ref keeps alive after RemoveFromParent

// Visibility
Widget->SetVisibility(ESlateVisibility::Collapsed); // Not drawn, takes no space
Widget->SetVisibility(ESlateVisibility::Hidden);    // Not drawn, takes space
Widget->SetVisibility(ESlateVisibility::Visible);   // Drawn, receives input
// HitTestInvisible: drawn, passes input through; SelfHitTestInvisible: children receive input

2. BindWidget Pattern

UCLASS()
class MYGAME_API UMyWidget : public UUserWidget
{
    GENERATED_BODY()
protected:
    UPROPERTY(meta=(BindWidget))             // Required — compiler warning if absent in UMG BP
    TObjectPtr<UButton> PlayButton;

    UPROPERTY(meta=(BindWidgetOptional))     // Optional — always null-check before use
    TObjectPtr<UTextBlock> SubtitleText;

    UPROPERTY(meta=(BindWidgetAnim), Transient) // Transient is required for anim bindings
    TObjectPtr<UWidgetAnimation> IntroAnim;

    UPROPERTY(meta=(BindWidget)) TObjectPtr<UTextBlock> ScoreText;
    UPROPERTY(meta=(BindWidget)) TObjectPtr<UImage> PlayerAvatar;
    UPROPERTY(meta=(BindWidget)) TObjectPtr<UProgressBar> HealthBar;
    UPROPERTY(meta=(BindWidget)) TObjectPtr<UListView> ItemList;
    UPROPERTY(meta=(BindWidget)) TObjectPtr<UScrollBox> ContentScroll; // Scrollable container
};

Name must match the UMG Blueprint widget name exactly (case-sensitive). Always null-check optional bindings.


3. Widget Interaction

UButton (Button.h)

// Delegates: OnClicked, OnPressed, OnReleased, OnHovered, OnUnhovered
PlayButton->OnClicked.AddDynamic(this, &UMyWidget::HandlePlayClicked);
PlayButton->OnHovered.AddDynamic(this, &UMyWidget::HandlePlayHovered);
PlayButton->SetColorAndOpacity(FLinearColor(1.f, 0.8f, 0.f, 1.f));
PlayButton->SetIsEnabled(false);
// UE5.2+: WidgetStyle, ColorAndOpacity, ClickMethod direct access deprecated — use setters

UTextBlock (TextBlock.h)

// SetText wipes any Blueprint binding on Text
ScoreText->SetText(FText::Format(NSLOCTEXT("HUD", "ScoreFmt", "Score: {0}"), FText::AsNumber(Score)));
ScoreText->SetColorAndOpacity(FSlateColor(FLinearColor::White));
ScoreText->SetTextTransformPolicy(ETextTransformPolicy::ToUpper);
ScoreText->SetTextOverflowPolicy(ETextOverflowPolicy::Ellipsis);

UImage (Image.h)

PlayerAvatar->SetBrushFromTexture(AvatarTexture, /*bMatchSize=*/false);
PlayerAvatar->SetBrushFromMaterial(IconMaterial);
UMaterialInstanceDynamic* MID = PlayerAvatar->GetDynamicMaterial();
MID->SetScalarParameterValue(TEXT("Opacity"), 0.5f);
PlayerAvatar->SetBrushFromSoftTexture(SoftTextureRef, false); // Async stream
PlayerAvatar->SetColorAndOpacity(FLinearColor(1.f, 1.f, 1.f, 0.5f));

UProgressBar (ProgressBar.h)

HealthBar->SetPercent(CurrentHealth / MaxHealth); // 0.0–1.0
HealthBar->SetFillColorAndOpacity(FLinearColor(0.f, 1.f, 0.f, 1.f));
LoadingBar->SetIsMarquee(true); // Indeterminate animation

UScrollBox (ScrollBox.h)

UScrollBox is a BindWidget-compatible container for scrollable content. Supports vertical and horizontal scroll. Add child widgets in Blueprint; query or modify scroll offset in C++:

ContentScroll->ScrollToEnd();
ContentScroll->SetScrollOffset(0.f);
ContentScroll->SetOrientation(Orient_Vertical); // default

UListView + UTileView + IUserObjectListEntry (ListView.h, TileView.h, IUserObjectListEntry.h)

UListView — virtualised vertical list. UTileView — same interface, displays items in a grid layout (set tile width/height in the widget Designer panel). Both use IUserObjectListEntry.

// Entry widget must implement the interface
UCLASS()
class UItemEntryWidget : public UUserWidget, public IUserObjectListEntry
{
    GENERATED_BODY()
    UPROPERTY(meta=(BindWidget)) TObjectPtr<UTextBlock> NameText;
protected:
    virtual void NativeOnListItemObjectSet(UObject* ListItemObject) override
    {
        IUserObjectListEntry::NativeOnListItemObjectSet(ListItemObject);
        if (UItemData* Data = Cast<UItemData>(ListItemObject))
            NameText->SetText(FText::FromString(Data->ItemName));
    }
};

// Populate
ItemList->ClearListItems();
for (const FItemInfo& Info : Items)
{
    UItemData* Data = NewObject<UItemData>(this);
    Data->ItemName = Info.Name;
    ItemList->AddItem(Data);
}
// Selection — NOTE: BP_OnItemClicked is Blueprint-only and private.
// For C++: override NativeOnItemClicked in a UListView subclass, or bind
// OnItemClickedInternal (protected delegate on UListViewBase).
UItemData* Selected = ItemList->GetSelectedItem<UItemData>();

4. Input Mode Management

// UI-only — full-screen menus. Game input blocked.
FInputModeUIOnly UIMode;
UIMode.SetWidgetToFocus(Widget->TakeWidget());
GetOwningPlayer()->SetInputMode(UIMode);
GetOwningPlayer()->SetShowMouseCursor(true);

// Game-only — restore gameplay.
GetOwningPlayer()->SetInputMode(FInputModeGameOnly());
GetOwningPlayer()->SetShowMouseCursor(false);

// Game and UI — HUD tooltips, keeps game input active.
FInputModeGameAndUI GameUIMode;
GameUIMode.SetLockMouseToViewportBehavior(EMouseLockMode::LockOnCapture);
GetOwningPlayer()->SetInputMode(GameUIMode);
GetOwningPlayer()->SetShowMouseCursor(true);

Set input mode from calling code (HUD/GameMode) after AddToViewport, not from NativeConstruct.


5. Common UI (Plugin)

See references/common-ui-setup.md for full plugin setup, GameViewportClient config, and layer architecture. Enable CommonUI and CommonInput plugins. Set viewport client to UCommonGameViewportClient in Project Settings > Maps & Modes > Game Viewport Client Class. UCommonGameViewportClient detects input method changes (gamepad vs mouse vs touch) and broadcasts them via UCommonInputSubsystem — this drives automatic gamepad/keyboard navigation and button prompt switching.

UCommonActivatableWidget (CommonActivatableWidget.h)

UCLASS()
class MYGAME_API UMyMenuScreen : public UCommonActivatableWidget
{
    GENERATED_BODY()
protected:
    virtual void NativeOnActivated() override;
    virtual void NativeOnDeactivated() override;
    virtual UWidget* NativeGetDesiredFocusTarget() const override { return CloseButton; }
    virtual TOptional<FUIInputConfig> GetDesiredInputConfig() const override
    {
        return FUIInputConfig(ECommonInputMode::Menu, EMouseCaptureMode::NoCapture);
    }
    UPROPERTY(meta=(BindWidget)) TObjectPtr<UCommonButtonBase> CloseButton;
};

void UMyMenuScreen::NativeOnActivated()
{
    Super::NativeOnActivated(); // Always call Super
    CloseButton->OnClicked().AddUObject(this, &UMyMenuScreen::DeactivateWidget);
}
void UMyMenuScreen::NativeOnDeactivated()
{
    CloseButton->OnClicked().RemoveAll(this);
    Super::NativeOnDeactivated(); // Always call Super
}

Widget Containers (CommonActivatableWidgetContainerBase.h)

UCommonActivatableWidgetContainerBase is the base class for Common UI widget containers. Two concrete subclasses:

  • UCommonActivatableWidgetStack — shows only the topmost widget; deactivating reveals the previous one (stack behaviour). This is the correct stack class — do NOT use UCommonActivatableWidgetSwitcher here, which inherits from UCommonAnimatedSwitcher/UWidgetSwitcher and is a different widget entirely.
  • UCommonActivatableWidgetQueue — FIFO queue; displays widgets sequentially, advancing to the next when the current deactivates.
UPROPERTY(meta=(BindWidget)) TObjectPtr<UCommonActivatableWidgetStack> MenuLayer;
UPROPERTY(meta=(BindWidget)) TObjectPtr<UCommonActivatableWidgetQueue> NotificationQueue;

// Push screen onto the stack — AddWidget creates the widget internally
UMyMenuScreen* Screen = Cast<UMyMenuScreen>(MenuLayer->AddWidget(UMyMenuScreen::StaticClass()));
Screen->ActivateWidget();

// Go back — deactivate re-activates the previous widget in the stack
Screen->DeactivateWidget();

// Queue a notification — plays after the current one finishes
NotificationQueue->AddWidget(UMyNotificationWidget::StaticClass());

UCommonButtonBase

Uses FCommonButtonEvent (declared via DECLARE_EVENT) — use AddUObject, not AddDynamic:

MyButton->OnClicked().AddUObject(this, &UMyScreen::HandleClick);
MyButton->OnClicked().RemoveAll(this); // In NativeOnDeactivated

UCommonUIActionRouter

Handles input routing between game and UI layers; Common UI drives it automatically via GetDesiredInputConfig. Access directly when you need to query the current input mode:

#include "Input/CommonUIActionRouterBase.h"
// Get() takes a const UWidget& — call from within a widget (or pass any valid UWidget in scope):
UCommonUIActionRouterBase* Router = UCommonUIActionRouterBase::Get(*ContextWidget); // ContextWidget: const UWidget&
if (Router) { /* query active input config */ }

Gamepad / Keyboard Navigation

Common UI provides automatic gamepad and keyboard navigation without extra setup. Key behaviours:

  • UCommonButtonBase highlights automatically when it receives focus via D-pad or Tab navigation.
  • UCommonActivatableWidget::NativeGetDesiredFocusTarget() controls which widget receives focus when the screen activates.
  • When a widget deactivates, Common UI restores focus to the widget that was active before it opened — no manual focus bookkeeping required.
  • Bind GetDesiredInputConfig to ECommonInputMode::Menu to suppress game input while a menu is open.

6. Slate Fundamentals

Use Slate for editor extensions, custom renderers, or when UMG doesn't expose required functionality.

SWidget is the abstract base of all Slate widgets. SCompoundWidget (shown below) is the typical subclass for custom widgets.

// Custom widget — SMyWidget.h
class SMyWidget : public SCompoundWidget
{
public:
    SLATE_BEGIN_ARGS(SMyWidget)
        : _LabelText(FText::GetEmpty()), _OnClicked() {}
        SLATE_ATTRIBUTE(FText, LabelText)
        SLATE_EVENT(FSimpleDelegate, OnClicked)
    SLATE_END_ARGS()

    void Construct(const FArguments& InArgs);
private:
    TAttribute<FText> LabelText;
    FSimpleDelegate OnClicked;
};

// SMyWidget.cpp
void SMyWidget::Construct(const FArguments& InArgs)
{
    LabelText = InArgs._LabelText;
    OnClicked = InArgs._OnClicked;
    ChildSlot
    [
        SNew(SButton)
        .OnClicked_Lambda([this]() -> FReply { OnClicked.ExecuteIfBound(); return FReply::Handled(); })
        [ SNew(STextBlock).Text(LabelText) ]
    ];
}

// Instantiation
TSharedRef<SMyWidget> W = SNew(SMyWidget).LabelText(NSLOCTEXT("UI", "Btn", "Go"));
TSharedPtr<SButton> Btn;
SAssignNew(Btn, SButton).OnClicked(FOnClicked::CreateUObject(this, &UMyClass::Handle));

Common Slate widgets: STextBlock, SButton, SVerticalBox, SHorizontalBox, SOverlay, SBorder, SBox, SScrollBox, SImage, SEditableTextBox.

Slate vs UMG: Use Slate for editor tools and maximum control. Use UMG for game runtime UI, Blueprint extensibility, animations, and BindWidget.


7. MVVM (UE 5.1+, ModelViewViewModel plugin)

// ViewModel — MyGameViewModel.h
UCLASS()
class MYGAME_API UMyGameViewModel : public UMVVMViewModelBase
{
    GENERATED_BODY()
public:
    // UE_MVVM_SET_PROPERTY_VALUE: checks equality, sets, broadcasts field change
    void SetScore(int32 NewScore) { UE_MVVM_SET_PROPERTY_VALUE(Score, NewScore); }
    void SetPlayerName(FText NewName) { UE_MVVM_SET_PROPERTY_VALUE(PlayerName, NewName); }
    int32 GetScore() const { return Score; }
    FText GetPlayerName() const { return PlayerName; }
private:
    UPROPERTY(BlueprintReadOnly, FieldNotify, Getter, meta=(AllowPrivateAccess))
    int32 Score = 0;
    UPROPERTY(BlueprintReadOnly, FieldNotify, Getter, meta=(AllowPrivateAccess))
    FText PlayerName;
};

// From game code — UI updates automatically via field notifications:
void AMyPlayerState::OnScoreChanged(int32 NewScore) { ViewModel->SetScore(NewScore); }

To bind a ViewModel at runtime: create with NewObject<UMyGameViewModel>(this), then configure in the widget Blueprint's Bindings panel. The UMVVMView component on the widget handles one-way and two-way property bindings automatically once the ViewModel class is set.


Common Mistakes

Anti-patternCorrect approach
SetVisibility(Hidden) to "hide" a menuRemoveFromParent() to stop rendering and input
CreateWidget(GetWorld(),...) for HUD widgetsCreateWidget(GetOwningPlayer(),...)
SetInputMode(FInputModeUIOnly()) for a HUDUse FInputModeGameAndUI or Common UI's GetDesiredInputConfig
AddDynamic with UCommonButtonBase::OnClicked()AddUObject — it's FCommonButtonEvent not DYNAMIC
Binding delegates in NativeTickBind once in NativeConstruct, unbind in NativeDestruct
Skipping Super::NativeOnActivated/DeactivatedAlways call Super — it routes focus and input
One widget for all players in split-screenAddToPlayerScreen with per-player widgets
No UPROPERTY reference after RemoveFromParent (widget leak)Hold a UPROPERTY() TObjectPtr<> to prevent GC, or call RemoveFromParent() to allow GC when no longer needed
Z-order conflictsMultiple widgets at same Z-order causes undefined draw order
Invisible widgets still tickHidden widgets with NativeTick consume CPU

Build.cs

PublicDependencyModuleNames.AddRange(new string[] { "UMG", "Slate", "SlateCore" });
PrivateDependencyModuleNames.Add("CommonUI");      // If using CommonUI
PrivateDependencyModuleNames.Add("CommonInput");   // If using CommonInput
PrivateDependencyModuleNames.Add("ModelViewViewModel"); // If using MVVM

Related Skills

  • ue-cpp-foundations — UPROPERTY meta specifiers, TObjectPtr, module setup
  • ue-input-system — Enhanced Input, FInputModeXxx, input contexts
  • ue-editor-tools — Slate for editor detail panels and custom tools

平台分布

Codex

38.64%
按下载量换算318

Claude

29.5%
按下载量换算243

Cursor

17.27%
按下载量换算142

Gemini CLI

8.93%
按下载量换算74

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

需要联网

该 Skill 可能需要联网访问来源站点、仓库或外部 API;具体网络访问范围需要结合源码和 README 复核。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。目前只有一个公开来源,建议同时核对源仓库。

继续浏览同类 Skills