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.