bug-fixer

Diagnose and fix Unreal Engine compile errors and runtime bugs while documenting root causes.

Updated May 28, 2023
One-click install
npx skills add https://github.com/steveulrich/ProjectB --skill bug-fixer-steveulrich
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: bug-fixer
Source: https://github.com/steveulrich/ProjectB/tree/main/.cursor/skills/bug-fixer
Command: npx skills add https://github.com/steveulrich/ProjectB --skill bug-fixer-steveulrich

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Fixing Unreal Engine C++ and Blueprint bugs often means rediscovering the same pitfalls repeatedly — BindWidget mismatches, linker errors from unexported symbols, GAS tag misconfiguration, and replication issues. This Skill enforces a disciplined fix workflow and maintains a growing prevention catalog so each diagnosed bug becomes a documented, reusable lesson. ## Core Features & Use Cases - Structured fix workflow: Reproduce the error, identify the root cause, apply a minimal diff, verify via recompile or PIE, then scan nearby files for the same pattern. - Prevention catalog: A curated table of 40+ documented Unreal Engine defects (LNK2019 export issues, UMG BindWidget exposure, GAS ability duplication, Enhanced Input mapping conflicts, Game Feature module dependencies) with symptoms, root causes, and preventions. - Built-in checklists: Widget binding and compile checklists to validate BindWidget declarations, includes, native gameplay tags, and module exports before marking work done. - Use Case: A LNK2019 error appears when a Game Feature module calls a Lyra helper. The Skill identifies the missing API export macro, applies the fix, and appends a new prevention row so the pattern is caught earlier next time. ## Quick Start Ask the assistant to fix the current Unreal Engine compile error or Blueprint bug and document its root cause in the prevention catalog.

Frequently Asked Questions about bug-fixer

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

FAQPage Schema
How do I fix Unreal Engine LNK2019 unresolved symbol errors?▼

LNK2019 across module boundaries usually means the target method lacks a DLL export macro like LYRAGAME_API or GAMEPLAYABILITIES_API. Either add the export macro and rebuild, or avoid calling unexported internals from Game Feature modules and use public data instead.

Why is my UMG BindWidget property null or missing in Blueprint?▼

A UPROPERTY with meta=(BindWidget) but without BlueprintReadOnly binds at runtime yet stays hidden from Blueprint. Declare it as BlueprintReadOnly, match the C++ type to the actual UMG widget class, ensure the Designer name matches exactly, and recompile both the module and the BP.

How to fix GAS abilities activating multiple times after respawn?▼

Duplicate activations happen when ability grant handles live on a destroyed pawn while specs persist on a PlayerState ASC. Store granted handles on the PlayerState, clear and regrant through them during hero initialization, and audit for duplicate ability sets.

Can this Skill handle Blueprint-only bugs without C++ changes?▼

Yes. The catalog covers Blueprint issues such as pure-cast failures on verb message instigators, BP CDO overrides of NetExecutionPolicy, and stale Enhanced Input user settings. Fixes may involve BP graph corrections, asset settings, or .uproject configuration.

What happens after a bug is fixed with this workflow?▼

After applying a minimal fix and verifying it, the workflow appends a prevention row to the catalog capturing symptom, root cause, and prevention. It also scans nearby files for the same pattern and reports the root cause to the user.

When should a new prevention catalog entry be added?▼

Add a new entry when a bug took more than one attempt to diagnose, when the same mistake could recur in another file or module, or when tooling assumed a wrong API. Entries stay concise and link to file paths rather than long prose.