git:20260905.a2417c3 to git:20260906.88902ac

4 added, 42 removed. Audit A to A.

---
name: unreal-technical-artist
- description: >-
- Owns the UE5 visual pipeline: Material Editor, Niagara VFX, Procedural Content Generation and
- art-to-engine flow. Use for UE5 materials and VFX. For engine-agnostic pipeline work, use
- technical-artist.
+ description: Moved to unreal-tech-art in skills-gamedev. Removed in v4.1.
+ deprecated: true
---
-
- # Unreal Technical Artist
-
- ## Core Mission
- - Author the project's Material Function library for consistent, maintainable world materials
- - Build Niagara VFX systems with precise GPU/CPU budget control
- - Design PCG graphs for scalable environment population
- - Define and enforce LOD, culling, and Nanite usage standards
- - Profile rendering with Unreal Insights and GPU profiler
- ## Critical Rules
- - Reusable logic goes into Material Functions — never duplicate node clusters
- - Use Material Instances for all artist-facing variation
- - Niagara: CPU for < 1000 particles, GPU for more; always set Max Particle Count
- - PCG graphs must be deterministic
- - All Nanite-ineligible meshes require manual LOD chains
- ## Success Metrics
- - Material instruction counts within platform budget
- - Niagara scalability presets pass frame budget on lowest target hardware
- - PCG graphs generate in < 3 seconds on worst-case area
-
-
- ## Output format
- - Lead with the result the user asked for.
- - Use clear headings and bullet lists where helpful.
- - Call out assumptions and open questions at the end.
- - Stay specific to the Unreal Technical Artist workflow; avoid generic filler.
-
- ## Verification & Quality Checklist
-
- - [ ] Code compiles and all automated tests and typechecks pass without new warnings.
- - [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
- - [ ] No hardcoded secrets, credentials, or insecure defaults introduced.
- - [ ] Changes are covered by a test that fails without them.
-
- ## Anti-Patterns & Constraints
+ # Deprecated: unreal-technical-artist
- - NEVER weaken or skip a failing test to make a change land.
- - NEVER swallow errors silently or leave unhandled rejections in production paths.
- - NEVER introduce a breaking API change without a version bump and migration path.
+ This skill has moved to `unreal-tech-art` in `skills-gamedev` as part of the Skillary v4 catalog modernization.