[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill-jetbrains-ue-live-debugging":3,"mdc--5ul8km-key":35,"related-repo-jetbrains-ue-live-debugging":1801,"related-org-jetbrains-ue-live-debugging":1847},{"slug":4,"name":4,"fn":5,"description":6,"org":7,"tags":11,"stars":25,"repoUrl":26,"updatedAt":27,"license":28,"forks":25,"topics":29,"repo":30,"sourceUrl":33,"mdContent":34},"ue-live-debugging","debug Unreal Engine C++ runtime issues","Use when debugging UE C++ crashes, runtime bugs, or unexpected behavior with Rider MCP available. Value over bash\u002Fgrep: analyze_calls traces C++ call hierarchies (ReSharper backend); get_file_problems surfaces IDE-detected issues; get_symbol_info confirms API contracts; xdebug_set_breakpoint sets live breakpoints; ue_execute_python queries live PIE state. DO NOT TRIGGER for: pure build errors with no runtime component, net-new feature work, Blueprint-only work. When Rider MCP is unavailable, runs in reduced mode — Bash\u002FGrep only, IDE diagnostics skipped.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},"jetbrains","JetBrains","https:\u002F\u002Fpexgzepcugksgbtrxkhf.supabase.co\u002Fstorage\u002Fv1\u002Fobject\u002Fpublic\u002Forg-logos\u002Fjetbrains.png",[12,16,19,22],{"name":13,"slug":14,"type":15},"Unreal Engine","unreal-engine","tag",{"name":17,"slug":18,"type":15},"C#","c",{"name":20,"slug":21,"type":15},"Engineering","engineering",{"name":23,"slug":24,"type":15},"Debugging","debugging",1,"https:\u002F\u002Fgithub.com\u002FJetBrains\u002Frider-skills","2026-07-13T06:44:22.938169",null,[],{"repoUrl":26,"stars":25,"forks":25,"topics":31,"description":32},[],"Collection of skills related for .NET and GameDev","https:\u002F\u002Fgithub.com\u002FJetBrains\u002Frider-skills\u002Ftree\u002FHEAD\u002Fskills\u002Fue-live-debugging","---\nname: ue-live-debugging\ndescription: \"Use when debugging UE C++ crashes, runtime bugs, or unexpected behavior with Rider MCP available. Value over bash\u002Fgrep: analyze_calls traces C++ call hierarchies (ReSharper backend); get_file_problems surfaces IDE-detected issues; get_symbol_info confirms API contracts; xdebug_set_breakpoint sets live breakpoints; ue_execute_python queries live PIE state. DO NOT TRIGGER for: pure build errors with no runtime component, net-new feature work, Blueprint-only work. When Rider MCP is unavailable, runs in reduced mode — Bash\u002FGrep only, IDE diagnostics skipped.\"\nallowed-tools: Read Glob Grep Bash Write Edit ToolSearch\nmetadata:\n  argument-hint: \"[bug description, suspect function\u002Fclass, or crash context]\"\n---\n\n# UE Live Debugging\n\nRider MCP debugging workflow: find the suspect symbol, trace who calls it, see what the IDE already knows is wrong.\n\n---\n\n## GATE — mandatory checks before any debugging work\n\n### 1. UE Project Check\n\nVerify the current working directory contains a `.uproject` file:\n\n```bash\nfind . -maxdepth 1 -name \"*.uproject\" | head -1\n```\n\nIf **no `.uproject` found** → STOP.\n\n> \"This skill requires an Unreal Engine project (a `.uproject` file must be in the working directory). The current directory does not appear to be a UE project. Navigate to the project root and retry.\"\n\n### 2. Task Is Debugging-Related Check\n\nThe task must involve **debugging or investigating a runtime or compile-time issue** in C++ or Blueprint code. If there is no debugging component → STOP and inform the user this skill only handles debugging.\n\n### 3. Build Configuration Check — Required Before Setting C++ Breakpoints\n\nBefore placing any breakpoints in **game module** C++ code, verify the binary was compiled in `DebugGame Editor` (or `Debug Editor`). In `Development Editor` the compiler inlines and optimises away most function entry points — breakpoints silently fail with:\n\n> \"The breakpoint will not currently be hit. No executable code is associated with this line.\"\n\n**How to check:** After `xdebug_set_breakpoint`, inspect the response for `breakpointErrorsTail` entries containing that message. If present → STOP. Instruct the user to switch Rider's build configuration to `DebugGame Editor` and rebuild before continuing. Do not attempt to fire the repro until the breakpoint is confirmed bound.\n\n**Engine-only breakpoints** (RiderLink, UE core) are unaffected — this check applies only to the project's own game modules.\n\n### 4. Rider MCP Availability Check\n\nCheck the `\u003Csystem-reminder>` deferred-tool list for Rider MCP tools. Load live schemas with ToolSearch before calling any tool. Schemas are **authoritative for parameter names** — never guess. If `execute_tool` is the only tool returned, use CLI mode (see `reference\u002Frider-mcp-tools.md — execute_tool mode`).\n\nIf **no Rider MCP tools appear in the deferred list**:\n\n> \"Rider MCP tools are unavailable. Open Rider with this project loaded and the MCP server enabled, then retry. Falling back to Bash\u002FGrep — call hierarchy and IDE diagnostics will not run.\"\n\nProceed with Bash\u002FGrep\u002FRead only, skipping all `mcp__\u003Cprefix>__*` steps. Document that Rider intelligence steps were skipped.\n\n---\n\n## Path Selection\n\n**Fast path** for targeted fixes — known function, single file, clear root cause:\n1. Verify `.uproject` (Gate 1)\n2. Locate the function with `search_symbol` or rg\n3. Read the file using the standard Read tool; confirm the bug\n4. Apply fix with the standard Edit tool\n5. Run `get_file_problems` if Rider MCP is available\n6. Build and verify\n\n**Full workflow** for crash investigation, unknown root cause, GC\u002Fthreading bugs, or multi-file changes → continue to Checklist below.\n\n## Checklist\n\nUse the agent's native planning\u002Ftodo mechanism when available. For simple one-file tasks, keep the plan implicit and proceed directly. For complex investigations, track:\n\n1. **GATE** — UE project check + task check + Rider prefix resolution\n2. **Triage** — classify the entry point: crash dump, log error, or live repro\n3. **Locate** — find the suspect symbol; read its definition and call hierarchy\n4. **Analyze** — trace callers\u002Fcallees; find IDE-detected problems on suspect files\n5. **Instrument** — identify breakpoint locations; add targeted logging if needed\n6. **Reproduce** — confirm the issue triggers at the identified location\n7. **Fix** — apply the minimal correct fix using the standard Edit tool\n8. **Verify** — build and confirm the issue no longer reproduces\n\n---\n\n## Workflow\n\n**Search routing:** use rg\u002FGrep for portable text discovery; use Rider `search_text`\u002F`search_file` when IDE index, generated\u002Freflected UE code, or unsaved editor state helps. Use Rider semantic tools (`search_symbol`, `analyze_calls`, `get_symbol_info`, `get_file_problems`, build) for code intelligence. `analyze_calls` supports C++ (ReSharper backend) — if it returns \"No call hierarchy provider found\", fall back to Grep.\n\n### Step 0 — Triage: Classify the Entry Point\n\n| Entry point | Go to |\n|-------------|-------|\n| Crash dump \u002F `.dmp` + `.log` in `Saved\u002FCrashes\u002F` | **Crash Dump Analysis** (below) |\n| Output log errors \u002F warnings only | **Log Analysis** (below) |\n| Reproducible runtime bug with known repro steps | Step 1 directly |\n| Live PIE running — inspect game state now | **Live PIE Inspection** (below) |\n\n#### Crash Dump Analysis\n\nFind crash artifacts in `Saved\u002FCrashes\u002F` (editor) or the platform crash folder — see `reference\u002Fcrash-patterns.md` for locations and minidump instructions.\n\n**Read the crash log first:**\n```bash\nfind Saved\u002FCrashes -name \"*.log\" | sort -r | head -1 | xargs tail -100\n```\nLook for `Fatal error`, `Assertion failed`, `Unhandled Exception`, or `call stack` near the end.\n\n**Identify the crash signature** from the callstack address pattern — see `reference\u002Fcrash-patterns.md — Quick Diagnosis Table`.\n\n**Map the callstack to source**: take the topmost non-engine frame and find it with `search_symbol`.\n\nContinue from **Step 1** using that symbol.\n\n#### Live PIE Inspection\n\nWhen PIE is running, use `ue_execute_python` to query live game state before reading source files — often resolves the question in one call.\n\n**Script must be a single line** — no `\\n`, no indented blocks. Use `;` and comprehensions.  \nSee `reference\u002Fue-python-inspection.md` for ready-to-use query patterns and API pitfalls.\n\nTypical first queries (adapt to project-specific classes):\n- World + player valid: `import unreal; w=unreal.get_editor_subsystem(unreal.UnrealEditorSubsystem).get_game_world(); pc=unreal.GameplayStatics.get_player_controller(w,0); print(w,pc)`\n- Pawn class: `...; p=pc.get_controlled_pawn(); print(p.get_class().get_name() if p else None)`\n- ASC on PlayerState: `...; asc=pc.player_state.get_component_by_class(unreal.AbilitySystemComponent); print(asc.get_name() if asc else None)`\n- Active gameplay tags: `...; print(list(asc.get_owned_gameplay_tags()))`\n\nAfter confirming runtime state, continue from **Step 1** to locate the responsible source code.\n\n#### Log Analysis\n\n```bash\nfind Saved\u002FLogs -name \"*.log\" | sort -r | head -1\ngrep -n \"Fatal\\|Error\\|Assertion failed\\|ensure(\" Saved\u002FLogs\u002F\u003CProject>.log | tail -50\ngrep -n \"Warning\" Saved\u002FLogs\u002F\u003CProject>.log | grep -v \"LogTemp\\|LogSlate\" | tail -30\n```\n\nSee `reference\u002Fcrash-patterns.md — Log Patterns` for common entries and root causes. Continue from **Step 1**.\n\n---\n\n### Step 1 — Locate the Suspect Code\n\nUse `search_symbol` to find the suspect class or function. Read the source files using the standard Read tool.\n\nIf starting from a crash address or log string rather than a known symbol, use `search_text` restricted to `*.cpp`.\n\n### Step 2 — Trace the Call Hierarchy\n\nUse `analyze_calls` — it supports C++ via the ReSharper C++ backend.\n\nIf the tool returns \"No call hierarchy provider found\" (symbol not indexed), fall back to Grep to find callers. Read the function body directly to find callees.\n\nSee `reference\u002Fue-debug-patterns.md — Call Hierarchy Analysis` for what to look for in results.\n\n### Step 3 — Get Symbol Info for Context\n\n`get_symbol_info` is position-based — use the standard Read tool first to find the symbol's exact line and column.\n\nUse to confirm API contracts — whether a function is editor-only, can return nullptr, or has threading guarantees. Do not rely on training-data assumptions for version-specific UE APIs.\n\n### Step 4 — Run IDE Diagnostics on Suspect Files\n\nRun `get_file_problems` on all suspect files (`.h` and `.cpp`). For multiple files, use `lint_files`.\n\n- **Error** — likely directly related to the bug; address first\n- **Warning** — check if it matches the crash symptom\n- **Hint \u002F Info** — note for context; not blockers\n\n### Step 5 — Set Breakpoints and Launch the Debugger\n\nDo not just tell the user where to set breakpoints — **set them via MCP**. Pick the last point of known-good state, not the crash site.\n\n**Load the required tools first** (if not already loaded):\n```\nToolSearch(query: \"select:mcp__\u003Cprefix>__xdebug_set_breakpoint,mcp__\u003Cprefix>__xdebug_get_debugger_status,mcp__\u003Cprefix>__xdebug_get_frame_values,mcp__\u003Cprefix>__xdebug_get_stack,mcp__\u003Cprefix>__ue_play,mcp__\u003Cprefix>__ue_status,mcp__\u003Cprefix>__execute_run_configuration,mcp__\u003Cprefix>__get_run_configurations\")\n```\n\n**5a — Check editor and PIE state** using `ue_status`.\n- If not connected → launch the editor using `get_run_configurations` then `execute_run_configuration`.\n- If connected and PIE idle → proceed to 5b.\n- If PIE already running → proceed to 5b directly.\n\n**5b — Set breakpoints** using `xdebug_set_breakpoint`. Set standard, conditional, or logpoint breakpoints as appropriate. See `reference\u002Fue-debug-patterns.md — Breakpoint Placement Strategies` for placement rules.\n\n**5c — Start PIE** using `ue_play` if not already running.\n\n**5d — Wait for breakpoint hit**, then inspect using `xdebug_get_debugger_status`, `xdebug_get_stack`, `xdebug_get_frame_values`.\n\n### Step 6 — Add Targeted Instrumentation (if needed)\n\nIf a live debugger session is not feasible, add `UE_LOG` statements using the standard Edit tool.\n\nSee `reference\u002Fue-debug-patterns.md — Instrumentation Rules`. After editing, run `get_file_problems` to confirm no new errors.\n\n### Step 7 — Fix\n\nApply the fix using the standard Edit tool.\n\nAfter editing: run `get_file_problems` on the changed file (and `.h` if touched). Fix the root cause, not the symptom — see `reference\u002Fue-debug-patterns.md — Fix: Root Cause vs Symptom`.\n\n### Step 8 — Build and Verify\n\nRun `build_solution_start` and poll `build_solution_state` until complete.\n\nAfter a successful build:\n1. Reproduce the original issue — confirm it no longer occurs\n2. Run `get_project_problems` on the changed module; address new warnings on your files\n3. Remove any instrumentation logging added in Step 6\n4. Use `reformat_file` on changed files\n\n---\n\nsee: reference\u002Frider-mcp-tools.md — ALL Rider MCP tools: complete parameter reference, execute_tool mode table, UE editor\u002Fasset\u002Fdebugger tools\nsee: reference\u002Frider-debug-tools.md — Debugging workflow patterns: crash callstack, intermittent bugs, packaged build crashes, live PIE inspection, breakpoint sequences\nsee: reference\u002Fue-debug-patterns.md — UE debugging patterns: call hierarchy analysis, instrumentation rules, fix guidance, breakpoint placement, GC\u002Fthreading patterns\nsee: reference\u002Fcrash-patterns.md — Crash patterns: address signatures, GC crashes, assertion failures, async loading, Slate null widgets, log patterns\nsee: reference\u002Fue-python-inspection.md — UE Python runtime inspection: single-line scripting rules, world\u002Fplayer\u002Fcomponent access, GAS\u002Fstat-tag queries, GameplayTag API pitfalls, common errors\n",{"data":36,"body":40},{"name":4,"description":6,"allowed-tools":37,"metadata":38},"Read Glob Grep Bash Write Edit ToolSearch",{"argument-hint":39},"[bug description, suspect function\u002Fclass, or crash context]",{"type":41,"children":42},"root",[43,51,57,61,68,75,89,164,184,200,206,218,224,260,268,301,311,317,353,364,372,385,388,394,404,462,472,478,483,566,569,575,636,642,757,763,783,791,873,908,926,942,954,959,972,1012,1017,1065,1076,1081,1299,1317,1320,1326,1338,1357,1363,1374,1379,1391,1397,1407,1412,1418,1452,1484,1490,1502,1512,1522,1539,1572,1596,1613,1644,1650,1663,1682,1688,1693,1719,1725,1745,1750,1787,1790,1795],{"type":44,"tag":45,"props":46,"children":47},"element","h1",{"id":4},[48],{"type":49,"value":50},"text","UE Live Debugging",{"type":44,"tag":52,"props":53,"children":54},"p",{},[55],{"type":49,"value":56},"Rider MCP debugging workflow: find the suspect symbol, trace who calls it, see what the IDE already knows is wrong.",{"type":44,"tag":58,"props":59,"children":60},"hr",{},[],{"type":44,"tag":62,"props":63,"children":65},"h2",{"id":64},"gate-mandatory-checks-before-any-debugging-work",[66],{"type":49,"value":67},"GATE — mandatory checks before any debugging work",{"type":44,"tag":69,"props":70,"children":72},"h3",{"id":71},"_1-ue-project-check",[73],{"type":49,"value":74},"1. 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The current directory does not appear to be a UE project. Navigate to the project root and retry.\"",{"type":44,"tag":69,"props":201,"children":203},{"id":202},"_2-task-is-debugging-related-check",[204],{"type":49,"value":205},"2. Task Is Debugging-Related Check",{"type":44,"tag":52,"props":207,"children":208},{},[209,211,216],{"type":49,"value":210},"The task must involve ",{"type":44,"tag":170,"props":212,"children":213},{},[214],{"type":49,"value":215},"debugging or investigating a runtime or compile-time issue",{"type":49,"value":217}," in C++ or Blueprint code. If there is no debugging component → STOP and inform the user this skill only handles debugging.",{"type":44,"tag":69,"props":219,"children":221},{"id":220},"_3-build-configuration-check-required-before-setting-c-breakpoints",[222],{"type":49,"value":223},"3. 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Do not attempt to fire the repro until the breakpoint is confirmed bound.",{"type":44,"tag":52,"props":302,"children":303},{},[304,309],{"type":44,"tag":170,"props":305,"children":306},{},[307],{"type":49,"value":308},"Engine-only breakpoints",{"type":49,"value":310}," (RiderLink, UE core) are unaffected — this check applies only to the project's own game modules.",{"type":44,"tag":69,"props":312,"children":314},{"id":313},"_4-rider-mcp-availability-check",[315],{"type":49,"value":316},"4. Rider MCP Availability Check",{"type":44,"tag":52,"props":318,"children":319},{},[320,322,328,330,335,337,343,345,351],{"type":49,"value":321},"Check the ",{"type":44,"tag":81,"props":323,"children":325},{"className":324},[],[326],{"type":49,"value":327},"\u003Csystem-reminder>",{"type":49,"value":329}," deferred-tool list for Rider MCP tools. Load live schemas with ToolSearch before calling any tool. 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Value over bash\u002Fgrep: IDE diagnostics catch test registration errors, wrong RunTest return type, and missing includes before a build; get_symbol_info verifies the API under test. DO NOT TRIGGER for: debugging existing test failures (use ue-live-debugging), Blueprint-only testing. When Rider MCP is unavailable, runs in reduced mode — standard file tools only, IDE diagnostics skipped.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1840,1843,1844],{"name":1841,"slug":1842,"type":15},"QA","qa",{"name":1814,"slug":1815,"type":15},{"name":13,"slug":14,"type":15},"2026-07-13T06:44:19.708365",4,{"items":1848,"total":1975},[1849,1865,1874,1883,1894,1904,1917,1926,1935,1945,1954,1965],{"slug":1850,"name":1850,"fn":1851,"description":1852,"org":1853,"tags":1854,"stars":1862,"repoUrl":1863,"updatedAt":1864},"mps-aspect-accessories","configure JetBrains MPS module dependencies","Wire MPS module and model dependencies, used languages, used devkits, extended languages, runtime solutions, accessory models, and language\u002Fdependency versions. Use when adding\u002Fremoving module dependencies, importing languages or devkits into a model, declaring runtime solutions, or shipping accessory content visible to consumers without explicit import.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1855,1858,1861],{"name":1856,"slug":1857,"type":15},"Architecture","architecture",{"name":1859,"slug":1860,"type":15},"Configuration","configuration",{"name":20,"slug":21,"type":15},1650,"https:\u002F\u002Fgithub.com\u002FJetBrains\u002FMPS","2026-07-17T06:06:57.311661",{"slug":1866,"name":1866,"fn":1867,"description":1868,"org":1869,"tags":1870,"stars":1862,"repoUrl":1863,"updatedAt":1873},"mps-aspect-actions","define and edit MPS node factories","Use when defining or editing MPS node factories (the \"actions\" aspect) — `NodeFactories` roots, per-concept `NodeFactory` setup functions that initialize a freshly created node and optionally copy data from a replaced `sampleNode`, plus the actions aspect's `CopyPasteHandlers` and `PasteWrappers` roots. Reach for this skill when a substitution, side transform, completion replacement, or `add new initialized(...)` should preserve fields from the node it is replacing, or when defaults set in a constructor are not enough.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1871,1872],{"name":1856,"slug":1857,"type":15},{"name":20,"slug":21,"type":15},"2026-07-17T06:04:48.066901",{"slug":1875,"name":1875,"fn":1876,"description":1877,"org":1878,"tags":1879,"stars":1862,"repoUrl":1863,"updatedAt":1882},"mps-aspect-behavior","define and edit MPS concept behavior","Use when defining or editing MPS `ConceptBehavior` — per-concept methods (non-virtual \u002F virtual \u002F abstract \u002F static \u002F virtual static), constructors, virtual dispatch (MRO), super and interface-default calls (`super\u003CInterface>.method`), overriding methods from `lang.core.behavior` interfaces such as `ScopeProvider.getScope` \u002F `INamedConcept.getName` \u002F `BaseConcept.getPresentation`, calling sibling methods (`LocalBehaviorMethodCall`) and behavior methods from other aspects via `node.method(...)`. Reach for this skill whenever the task involves authoring or modifying `\u003Clang>\u002FlanguageModels\u002Fbehavior.mps`.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1880,1881],{"name":1856,"slug":1857,"type":15},{"name":20,"slug":21,"type":15},"2026-07-13T06:45:21.757084",{"slug":1884,"name":1884,"fn":1885,"description":1886,"org":1887,"tags":1888,"stars":1862,"repoUrl":1863,"updatedAt":1893},"mps-aspect-constraints","define JetBrains MPS language constraints","Use when defining or editing MPS language constraints — property validators \u002F setters \u002F getters, referent search scopes (imperative or inherited via `ScopeProvider.getScope`), `referentSetHandler` side effects, default-scope blocks, `canBeChild` \u002F `canBeParent` \u002F `canBeAncestor` \u002F `canBeRoot` placement rules, `defaultConcreteConcept` for abstract concepts, `set \u003Cread-only>` and `{name}` aliasing, and scope helpers (`SimpleRoleScope`, `ListScope`, `CompositeScope`, `HidingByNameScope`). Reach for this skill whenever the task involves authoring or modifying `\u003Clang>\u002FlanguageModels\u002Fconstraints.mps`.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1889,1890],{"name":1856,"slug":1857,"type":15},{"name":1891,"slug":1892,"type":15},"Code Analysis","code-analysis","2026-07-23T05:41:33.639365",{"slug":1895,"name":1895,"fn":1896,"description":1897,"org":1898,"tags":1899,"stars":1862,"repoUrl":1863,"updatedAt":1903},"mps-aspect-dataflow","define and debug MPS dataflow builders","Use when defining or debugging MPS dataflow builders for a concept — control\u002Fdata flow declarations that drive reachability analysis and variable-use checking. Covers DataFlowBuilderDeclaration, BuilderBlock, emit instructions (code for, jump, ifjump, label, read, write, ret, mayBeUnreachable), positions (AfterPosition, BeforePosition, LabelPosition), the jetbrains.mps.lang.dataFlow language, the NodeParameter implicit, BL+smodel usage inside builder bodies, and IBuilderMode for advanced analyses such as nullable\u002Fnon-null tracking.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1900],{"name":1901,"slug":1902,"type":15},"Data Analysis","data-analysis","2026-07-13T06:45:19.114674",{"slug":1905,"name":1905,"fn":1906,"description":1907,"org":1908,"tags":1909,"stars":1862,"repoUrl":1863,"updatedAt":1916},"mps-aspect-editor","define MPS editor layouts","Use when creating or changing MPS editor definitions — the overall workflow from scaffolding a `ConceptEditorDeclaration` through componentizing reusable `EditorComponentDeclaration`s, refining cell models and cell layouts, applying style sheets and indent-layout style items, wiring smart references, leveraging inheritance via super-concepts and interfaces, inspecting (`print_node_json`, `show_node_representation`) and validating (`check_root_node_problems`). Covers `jetbrains.mps.lang.editor` cell models (`CellModel_RefNode`\u002F`CellModel_RefNodeList`\u002F`CellModel_RefCell`\u002F`CellModel_Property`\u002F`CellModel_Constant`), layout choices, and JSON blueprints for common editor shapes. For the non-layout side (action maps, keymaps, transformation\u002Fsubstitute menus) use `mps-aspect-editor-menus-and-keymaps`.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1910,1913],{"name":1911,"slug":1912,"type":15},"Design","design",{"name":1914,"slug":1915,"type":15},"UI Components","ui-components","2026-07-23T05:41:56.638151",{"slug":1918,"name":1918,"fn":1919,"description":1920,"org":1921,"tags":1922,"stars":1862,"repoUrl":1863,"updatedAt":1925},"mps-aspect-editor-menus-and-keymaps","author MPS editor menus and keymaps","Use when authoring the **non-layout** parts of the MPS editor aspect — what happens when the user types, presses a key, triggers completion, pastes, or invokes a context action. Covers action maps (`CellActionMapDeclaration`), cell keymaps (`CellKeyMapDeclaration`), transformation menus (`TransformationMenu_Default` \u002F `_Named` \u002F `_Contribution`), substitute menus (`SubstituteMenu_Default` \u002F `SubstituteMenu` \u002F contributions), side transforms (LEFT\u002FRIGHT), legacy cell menus, paste wrappers and copy-paste handlers (in the actions language), completion styling, reference presentation, two-step deletion, and the editor selection API. Trigger terms: `actionMap`, `keyMap`, `delete_action_id`, `transformationMenu`, `substituteMenu`, `Ctrl+Space`, `Ctrl+Alt+B`, side transform, paste wrapper, completion styling, `PasteWrappers`, `CopyPasteHandlers`. For the **layout** side (cells, layouts, style sheets) use `mps-aspect-editor` instead.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1923,1924],{"name":20,"slug":21,"type":15},{"name":1914,"slug":1915,"type":15},"2026-07-23T05:41:49.666535",{"slug":1927,"name":1927,"fn":1928,"description":1929,"org":1930,"tags":1931,"stars":1862,"repoUrl":1863,"updatedAt":1934},"mps-aspect-generation-plan","modify MPS generation plans","Use when defining or modifying an MPS generation plan — explicit ordering of generators, checkpoints for cross-model reference resolution, forks for parallel branches, IncludePlan composition, conditional PlanContribution activation, ParameterEquals\u002FConceptListSelector fork selectors, and InitModelAttributes for targetFacet routing. Apply when working with @genplan models, the jetbrains.mps.lang.generator.plan language, attaching plans via DevKits or the Custom generation facet, or debugging cross-model mapping label resolution.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1932,1933],{"name":1856,"slug":1857,"type":15},{"name":20,"slug":21,"type":15},"2026-07-13T06:44:59.507855",{"slug":1936,"name":1936,"fn":1937,"description":1938,"org":1939,"tags":1940,"stars":1862,"repoUrl":1863,"updatedAt":1944},"mps-aspect-generator","define JetBrains MPS generator rules","Use when defining or modifying MPS generators — author a generator module, add or edit root\u002Freduction\u002Fweaving\u002Fpattern mapping rules, attach template macros ($COPY_SRC, $LOOP, $IF, $PROPERTY, $REF, $SWITCH, $MAP_SRC, $WEAVE, $INSERT, $LABEL, $TRACE, $VAR), wire mapping labels, build template switches, write pre\u002Fpost mapping scripts, navigate `genContext`, or debug \"rule didn't fire\", missing references, empty output, infinite reduction loops, and generated-Java compile failures.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1941,1942,1943],{"name":1856,"slug":1857,"type":15},{"name":1891,"slug":1892,"type":15},{"name":20,"slug":21,"type":15},"2026-07-17T06:06:58.042999",{"slug":1946,"name":1946,"fn":1947,"description":1948,"org":1949,"tags":1950,"stars":1862,"repoUrl":1863,"updatedAt":1953},"mps-aspect-intentions","define and edit MPS intentions","Use when defining or editing MPS intentions (the Alt+Enter context-action aspect) — adding `IntentionDeclaration` roots, parameterized or surround-with variants, description\u002FisApplicable\u002Fexecute blocks, child-filter functions, factory-initialized AST splicing, or debugging why an intention is not offered. Lives in the language's `intentions` model and uses `jetbrains.mps.lang.intentions`.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1951,1952],{"name":1856,"slug":1857,"type":15},{"name":20,"slug":21,"type":15},"2026-07-23T05:41:48.692899",{"slug":1955,"name":1955,"fn":1956,"description":1957,"org":1958,"tags":1959,"stars":1862,"repoUrl":1863,"updatedAt":1964},"mps-aspect-migrations","author and debug MPS migration scripts","Use when authoring or debugging MPS migration scripts that upgrade user models after a language definition changes — covers jetbrains.mps.lang.migration (MigrationScript class-based, PureMigrationScript declarative, MoveConcept\u002FMoveContainmentLink\u002FMoveReferenceLink\u002FMoveProperty, ordering via OrderDependency, data exchange via putData\u002FgetData, RefactoringLog, ConceptMigrationReference) and jetbrains.mps.lang.script Enhancement Scripts (MigrationScript with MigrationScriptPart_Instance, ExtractInterfaceMigration, FactoryMigrationScriptPart, CommentMigrationScriptPart) — when a model needs version-gated upgrade, concept rename or removal, link or property rename, instance-level transformation, or composition of migration steps.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1960,1961],{"name":23,"slug":24,"type":15},{"name":1962,"slug":1963,"type":15},"Migration","migration","2026-07-13T06:45:20.372122",{"slug":1966,"name":1966,"fn":1967,"description":1968,"org":1969,"tags":1970,"stars":1862,"repoUrl":1863,"updatedAt":1974},"mps-aspect-structure-concepts","define concepts in MPS structure aspect","Define concepts, interface concepts, enumerations, and constrained data types in an MPS language's `structure` aspect. Covers smart-reference detection, alias rules, cardinality, INamedConcept usage, bulk creation, and the full `mps_mcp_alter_structure` \u002F `mps_mcp_query_structure` reference. Use when authoring or modifying a language's structure model.",{"slug":8,"name":9,"logoUrl":10,"githubOrg":9},[1971],{"name":1972,"slug":1973,"type":15},"Data Modeling","data-modeling","2026-07-23T05:41:30.705975",188]