unreal-systems

Installation
SKILL.md

unreal-systems

Core Philosophy

Modern Unreal Engine 5 development is anchored by three technological pillars: Nanite (virtualized micropolygon geometry), Lumen (real-time dynamic global illumination and reflections), and the Gameplay Ability System (GAS). Building scalable Unreal systems requires navigating the C++ vs Blueprint continuum: architecting core performance-critical mechanics and foundational types in clean C++, while exposing flexible tuning parameters, abilities, and cosmetic triggers to designers in Blueprints.


4-Step Unreal Engine 5 Systems Architecture

Step 1: The C++ vs Blueprint Continuum

  1. The Golden Rule:
    • C++: Math, algorithmic logic, data structures, multiplayer networking, file I/O, base actor classes, Gameplay Ability tasks.
    • Blueprints: Visual assembly, animation state machine hooks, cosmetic audio/particle binding, rapid iteration tuning.
  2. No Pure Blueprint Actors:
    • Every production Blueprint actor must derive from a custom C++ base class (AMyGameCharacter -> BP_MyGameCharacter). Never derive directly from native engine classes in Blueprint.
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unreal-systems — poorvith-mp/skills-gamedev