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SKILL verified MIT Self-run

Mount System

skill-firzus-agent-skills-mount-system · by Firzus

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Install

$ agentstack add skill-firzus-agent-skills-mount-system

✓ scanned · ✓ verified, works with Claude Code, Cursor, and more.

Security review

✓ Passed

No issues found. Passed automated security review. · v0.1.0 How review works →

  • Prompt-injection patterns
  • Secret / credential exfiltration
  • Dangerous shell & filesystem operations
  • Untrusted network calls
  • Known-malicious package signatures

What it can access

  • Network access No
  • Filesystem access No
  • Shell / process execution No
  • Environment & secrets No
  • Dynamic code execution No

From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.

View the full security report →

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Reliability & compatibility

Security review passed
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2mo ago

Declared compatibility

Claude CodeClaude Desktop

Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.

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About

Mount System

Design a predictable rideable-creature runtime, not a speed modifier attached to the player. Keep the public contract reusable: select a product profile explicitly instead of treating one game's mount fantasy as an engine best practice.

Use an Unreal-first, Mover-first, dedicated-server-capable architecture. Treat the installed engine version and enabled plugins as evidence: Mover and Network Prediction APIs are version-sensitive and must pass a capability gate before code depends on them.

Route the request

| Branch | Trigger | Required result | | --- | --- | --- | | design | Product role, architecture, migration, topology, spec, or review | A decision-complete mount contract and validation matrix | | build | New implementation, refactor, or vertical slice | Working scoped slice plus test evidence | | diagnose | Jitter, desync, unsafe exit, bad collision, duplicate spawn, or broken handoff | Reproduction, first divergent fact, root cause, and regression test |

For combined work, run diagnose → design → build. Do not implement a fix when the request only asks for diagnosis or review.

Preserve the ownership boundary

| Owner | Owns | Does not own | | --- | --- | --- | | mount-system | Runtime mount actor, lifecycle, control lease, rider binding, mount-specific movement, summon/dismiss, replicated session | Generic on-foot solver, world authoring, combat rules, durable player identity | | character-controller | Rider suspend/resume contract, on-foot collision and safe placement, generic movement invariants | Mount lifecycle or mount gait policy | | traversal-system | World affordances, terrain/capability tags, NoSummon/ForceDismount facts, candidate discovery | Possession, spawning, movement, or lifecycle execution | | combat-system / GAS | Combat eligibility, targeting, attacks, costs, damage, hard-CC semantics | Movement authority or dismount placement | | Camera system | Camera rigs, blending, collision, comfort settings | Mount state authority | | Animation system | AnimBP, Motion Warping presentation, Sync Markers, IK, assets | Gameplay commits or displacement authority | | Persistence/progression | Entitlements, unlock policy, catalog ownership | Transient mount actor state | | Session/party | Player identity, reconnect policy, party membership | Mount movement simulation |

Mechanical vehicles, suspension/tire physics, buoyancy craft, multi-seat control, and distributed crew roles belong in a future vehicle-system. A player becoming the locomotion form belongs in traversal-system as a traversal form, not here.

Enforce the non-negotiable invariants

  • Name the selected product profile and its exclusions.
  • Prove the installed Mover/Network Prediction capability before using an API;

never invent a silent Character Movement Component fallback.

  • Allow exactly one authoritative displacement writer during Mounted.
  • Make the server authoritative for lifecycle and durable outcomes; make requests

idempotent and revisioned.

  • Keep predicted input and simulation state replay-safe. Do not read live camera,

mutable GAS state, raw device state, or animation state during resimulation.

  • Give the mount one simple swept root primitive. Treat rider collision envelopes,

navigation/turn footprints, and presentation meshes as separate concerns.

  • Never let an attached rider participate implicitly in the mount sweep.
  • Commit gameplay transitions from the lifecycle state machine or simulation time,

never from an Anim Notify.

  • Separate transient runtime actors from durable catalog/loadout data.
  • Model Ground, Flying, and Aquatic as distinct movement contracts, not booleans on

one universal mode.

  • Make every failure explicit through a typed outcome and observable reason.

Establish the mount brief

Inspect project evidence before asking questions: engine version, enabled plugins, Pawn/PlayerState/ASC ownership, existing movement stack, target topologies, World Partition, save model, and adjacent skill contracts. Reuse decisions already present in the project.

Resolve only the decisions that change architecture:

  1. Product role: travel utility, persistent companion, or deep animal simulation.
  2. Identity: distinct rideable actor or player transformation.
  3. Runtime lifetime: session-only summon or persistent world actor.
  4. Control topology: possession swap, retained rider possession, or another proven

lease model.

  1. Movement branches: Ground first; Flying/Aquatic only when independently scoped.
  2. Control feel: direct avatar steering or deliberately mediated animal agency.
  3. Collision: swept root, rider envelope, turn footprint, and world restrictions.
  4. Lifecycle: eligibility, summon, mount, manual/forced dismount, dismiss, recovery.
  5. Combat/damage: mounted combat, buffered exit actions, damage and hard-CC policy.
  6. Co-op: ownership, seats, friendly collision, join-in-progress, reconnect.
  7. Persistence: catalog, instances, loadout, unlocks, cosmetics, travel behavior.
  8. Presentation: seat alignment, gait/phase, camera, targeting, accessibility.

Ask one targeted question only when missing evidence would select a materially different contract. Record unresolved values as [Unknown], not as defaults.

Select a product profile

Read [product-profiles.md](./product-profiles.md) whenever product fantasy or scope is undecided.

| Profile | Core promise | Architectural consequence | | --- | --- | --- | | EphemeralUtility | Immediate summoned travel utility; rider remains the hero | Session-only mount actor, direct steering, catalog/loadout persistence | | PersistentCompanion | A known creature exists beyond a ride session | Durable identity, world presence, AI and recovery policy | | DeepAnimalSimulation | Relationship and animal agency are part of play | Mediated control, needs/bond/injury systems, much larger validation surface |

Do not silently blend profiles. A project may extend one profile, but must name the new durable data, authority, failure cases, and tests introduced by the extension.

Preserve the data flow

device / AI
  -> Mount Intent
  -> gameplay + traversal authorization
  -> FMountRequest / FMountInputCmd
  -> authoritative lifecycle + control lease
  -> mount Mover simulation
  -> collision-resolved Mount Outcome
  -> revisioned FMountSessionState
  -> rider / camera / animation presentation

Keep FMountRequest, FMountOutcome, FMountSessionState, FMountInputCmd, and FMountWorldCandidate typed. Define their minimum fields and ownership in [architecture.md](./architecture.md) and [lifecycle.md](./lifecycle.md).

Execute the design branch

  1. Read [architecture.md](./architecture.md),

[product-profiles.md](./product-profiles.md), and [lifecycle.md](./lifecycle.md).

  1. Load only the movement, handoff, world, and validation references needed by the

selected scope.

  1. Produce:
  • selected profile and explicit exclusions;
  • ownership and authority matrix;
  • lifecycle/transition matrix with priority, cancellation, and recovery;
  • control topology and lease transfer;
  • Input/Sync/Aux/reconstruction allocation;
  • root collision, mounted envelope, and navigation/turn footprint;
  • typed requests, outcomes, session snapshot, and world candidates;
  • movement-branch contracts;
  • rider, world, combat, camera, persistence, and session handoffs;
  • capability risks, spikes, and validation matrix.

The design is complete only when every mount-affecting fact has exactly one owner, one authority, one replay/reconstruction representation, an explicit failure outcome, and an observable test. An unproven engine capability remains a spike or blocker.

Execute the build branch

  1. Pass the capability gate in [mover-build.md](./mover-build.md).
  2. Prove the selected control topology and collision contract on a dedicated

server before building presentation depth.

  1. Implement the smallest end-to-end lifecycle and one movement branch.
  2. Integrate rider, combat, world, persistence, and accessibility handoffs.
  3. Add the topology and transition suites from

[validation.md](./validation.md).

Test project-facing contracts, not accidental private details of Mover. The slice is complete only when it converges in standalone, listen, and dedicated topologies; survives rollback, join-in-progress, reconnect, duplicate and stale requests; has no competing transform writer; and passes the selected movement/transition matrix.

Execute the diagnose branch

Read [diagnostics.md](./diagnostics.md). Reproduce in the smallest topology that still fails, then capture on the same frames:

  • runtime and durable IDs, roles, owner, and owning connection;
  • lifecycle state/revision, request ID, outcome, and control lease;
  • Mover mode plus Input/Sync/Aux state;
  • root collision, mounted envelope, world candidate, and safe-exit probes;
  • correction count/magnitude, seat offset, gait/animation phase;
  • streaming state and required asset readiness.

Locate the first divergent fact or first concurrent writer. State the proven cause and smallest regression test before suggesting tuning. A downstream mesh, camera, or animation symptom is not proof of a movement cause.

Build in four shippable tiers

Tier 1 — Contract and lifecycle graybox

  • [ ] Capability report records engine/plugin/API evidence and blockers.
  • [ ] Product profile, topology, ownership, authority, and state allocation are explicit.
  • [ ] Server-authoritative summon/mount/dismount/dismiss completes with typed outcomes.
  • [ ] One swept root primitive and safe placement are debug-visible.

Tier 2 — One complete movement branch

  • [ ] Ground movement owns displacement and passes slope, step, wall, door, jump, fall, and water-edge cases.
  • [ ] Input, Sync, and Aux state resimulate without live presentation dependencies.
  • [ ] Rider binding, gait/phase publication, camera continuity, and collision envelopes remain coherent.

Tier 3 — Gameplay and world integration

  • [ ] Attack, interaction, damage, hard CC, world gates, travel, and streaming transitions have deterministic outcomes.
  • [ ] Durable catalog/loadout data reconstructs runtime state without saving the transient actor.
  • [ ] Co-op ownership, friendly collision, join-in-progress, reconnect, and accessibility contracts pass.

Tier 4 — Production evidence

  • [ ] Standalone, listen, dedicated, packaged, adverse-network, and streaming suites pass.
  • [ ] Data Validation rejects incompatible archetypes/skins and missing assets.
  • [ ] Debug overlays and structured lifecycle outcomes identify the first failing owner.
  • [ ] Speed, acceleration, turn, camera, and network budgets are project-defined and measured.

Reference map

| Read | When | | --- | --- | | [architecture.md](./architecture.md) | Define ownership, topology, authority, replay state, collision, and domain types | | [product-profiles.md](./product-profiles.md) | Choose the mount fantasy, durable identity, progression, and vertical-slice exclusions | | [lifecycle.md](./lifecycle.md) | Specify requests, state transitions, idempotency, safe dismount, travel, and recovery | | [mover-build.md](./mover-build.md) | Implement or review Mover/Network Prediction capability gates, state, modes, and collision | | [movement-branches.md](./movement-branches.md) | Design Ground, Flying, Aquatic, gaits, jump/fall, and medium transitions | | [rider-handoffs.md](./rider-handoffs.md) | Integrate rider controller, animation, camera, targeting, combat, damage, and accessibility | | [world-persistence.md](./world-persistence.md) | Integrate world gates, summon candidates, World Partition, co-op, catalog, loadout, and cosmetics | | [diagnostics.md](./diagnostics.md) | Investigate lifecycle, correction, collision, dismount, streaming, JIP, or presentation failures | | [validation.md](./validation.md) | Plan stage gates and standalone/listen/dedicated/package/network test matrices |

Label evidence and stop cleanly

Use [Engine fact], [Version-sensitive], [Project policy], [Recommendation], and [Unknown] in design records. Verify version-sensitive claims against the installed engine source, headers, samples, or official Epic documentation.

Stop with a concrete blocker when a required capability is absent, selected topology cannot preserve ownership/prediction, two transform writers are imposed, simulation depends on non-replayable live state, required topologies cannot be tested, or the request is actually a physics-driven mechanical vehicle. Do not invent a fallback to keep the document moving.

Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

Install and usage instructions live in the source repository linked above.

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Versions

  • v0.1.0 Imported from the upstream source.