ue5-architecture
Quick Start
- Collect current module list,
*.Build.cs, and major gameplay/UI systems. - Propose one target module graph before writing code.
- Output module responsibilities and ownership in a table.
Workflow
- Identify runtime, editor, UI, networking, and data modules from current codebase.
- Define Public API for each module as minimal headers and Blueprint surface.
- Define Private implementation boundaries and include rules.
- Define
PublicDependencyModuleNamesandPrivateDependencyModuleNamesper module. - Report risks: circular includes, over-exposed reflection types, and cross-layer references.
Constraints
- Keep
UCLASS/USTRUCT/UENUMonly where reflection is required. - Prefer forward declarations in headers; include concrete headers in
.cpp. - Do not move types across modules without listing migration impact.
- Keep naming aligned with Unreal conventions (
U,A,F,Eprefixes).
More from unrealxu/unrealengine5-skills
ue5-pcg-building
UE5.6/UE5.7 PCG building generation workflow for modular buildings, blockouts, facade rules, and runtime generation. Use when requests involve Procedural Content Generation (PCG), Shape Grammar, lot-based building spawn, deterministic random seeds, density/filter pipelines, or converting designer constraints into reusable PCG graphs.
10ue5-ui-umg-slate
UE5.6/UE5.7 UI development workflow using UMG and Slate integration. Use when requests involve Widget Blueprint setup, Slate host widgets, lifecycle binding, input and focus handling, tooltip behavior, or viewport clamping logic.
7ue5-module-router
Route UE5.6/UE5.7 questions to the most precise skill using module names, aliases, intent keywords, and layer context. Works for explicit module prompts (RenderCore, AIModule, AssetRegistry) and natural language requests.
7ue5-blueprint-workflow
UE5.6/UE5.7 Blueprint graph workflow for feature implementation, input events, node wiring, and graph validation. Use when requests involve adding Blueprint logic, keyboard input behavior, function chains, event graph edits, or pin-level connection guidance.
7ue5-world-interaction
UE5.6/UE5.7 world interaction systems for pickups, spawners, overlap/trace checks, and visual feedback. Use when requests involve interactive world actors, spawn logic, pickup behavior, interaction radius checks, success/failure feedback, and actor lifecycle control.
7ue5-debug-validation
UE5.6/UE5.7 debugging and validation workflow for logs, asset checks, and regression triage. Use when requests involve troubleshooting why gameplay does not work, validating expected output, narrowing minimal repro, and producing concrete fix steps.
7