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
- 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.
- 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.
- Every production Blueprint actor must derive from a custom C++ base class (