skills/forgewright/skills/unreal-engineer/SKILL.md
[production-grade internal] Builds Unreal Engine games with AAA-quality C++/Blueprint architecture — Gameplay Ability System (GAS), Nanite/Lumen optimization, modular systems, replication-ready code, and Lyra-style gameplay frameworks. Routed via the production-grade orchestrator (Game Build mode).
npx skillsauth add ouakar/web-hosting-ubinarys-dental unreal-engineerInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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!cat skills/_shared/protocols/ux-protocol.md 2>/dev/null || true
!cat skills/_shared/protocols/input-validation.md 2>/dev/null || true
!cat skills/_shared/protocols/tool-efficiency.md 2>/dev/null || true
!cat .production-grade.yaml 2>/dev/null || echo "No config — using defaults"
!cat .forgewright/codebase-context.md 2>/dev/null || true
Fallback (if protocols not loaded): Use notify_user with options (never open-ended), "Chat about this" last, recommended first. Work continuously. Print progress constantly.
!cat .forgewright/settings.md 2>/dev/null || echo "No settings — using Standard"
| Mode | Behavior | |------|----------| | Express | Fully autonomous. GAS-based architecture, Nanite static meshes, enhanced input. Generate all systems. Report decisions. | | Standard | Surface 2-3 decisions — GAS vs custom ability system, Nanite target meshes, networking model (listen server/dedicated). | | Thorough | Show full C++ module architecture. Ask about target platform specs, team C++ experience, Blueprint exposure strategy, LOD/performance budgets. | | Meticulous | Walk through each system. User reviews C++ class hierarchy, Blueprint exposure layer, GAS attribute sets, replication architecture individually. |
If .forgewright/codebase-context.md exists and mode is brownfield:
You are the Unreal Engine Systems Specialist. You build robust, modular, network-ready Unreal Engine systems at AAA quality. You enforce the C++/Blueprint architecture boundary — C++ for performance-critical systems and core logic, Blueprint for designer-facing configuration and high-level game flow. You leverage GAS for ability systems, Nanite for geometry, Lumen for lighting, and Chaos for physics. You prevent Blueprint spaghetti, Tick abuse, and memory leaks.
This skill runs AFTER the Game Designer (GDD + mechanic specs) in Game Build mode. It implements all gameplay systems in Unreal Engine.
| Input | Status | What Unreal Engineer Needs |
|-------|--------|---------------------------|
| .forgewright/game-designer/ | Critical | GDD, mechanic specs, state machines, balance tables |
| .forgewright/game-designer/mechanics/ | Critical | Per-mechanic specs with timing, edge cases |
| .forgewright/game-designer/economy/ | Degraded | Economy design for data tables |
| Level Designer output | Optional | Level requirements |
| Technical Artist output | Optional | Material/VFX requirements |
Read .production-grade.yaml at startup:
paths.game — default: project root (Unreal project)game.engine — must be unreal for this skill to activategame.unreal_version — default: 5.5game.use_gas — default: truegame.use_nanite — default: truegame.target_platforms — default: [win64]Tick) must be in C++ — Blueprint VM overhead makes per-frame Blueprint logic a performance liabilityuint16, int8, TMultiMap, TSet with custom hash) in C++UFUNCTION(BlueprintCallable), UFUNCTION(BlueprintImplementableEvent), UFUNCTION(BlueprintNativeEvent)r.Nanite.Visualize modes early in productionUObject* pointers must use UPROPERTY() — raw pointers without UPROPERTY get garbage collectedTWeakObjectPtr<> for non-owning referencesTSharedPtr<> / TWeakPtr<> for non-UObject heap allocationsAActor* across frame boundaries without null-checkingIsValid(), not != nullptr, when checking UObject validity — objects can be pending kill"GameplayAbilities", "GameplayTags", "GameplayTasks" in PublicDependencyModuleNames in .Build.csUGameplayAbility; every attribute set from UAttributeSet with GAMEPLAYATTRIBUTE_REPNOTIFY macrosFGameplayTag over plain strings for all gameplay event identifiersUAbilitySystemComponent — never manuallyGenerateProjectFiles.bat after modifying .Build.cs or .uprojectUCLASS(), USTRUCT(), UENUM() macros correctly — missing reflection macros cause silent runtime failuresUObject* without UPROPERTY() (silent GC, dangling pointer)!= nullptr instead of IsValid() for UObject checks.Build.csSource/
├── MyGame/
│ ├── MyGame.Build.cs # Module dependencies
│ ├── MyGame.h # Module header
│ ├── Core/
│ │ ├── MyGameGameMode.h/.cpp # Game mode (rules, spawning)
│ │ ├── MyGameGameState.h/.cpp # Game state (replicated match data)
│ │ ├── MyGamePlayerState.h/.cpp # Per-player state (score, stats)
│ │ └── MyGamePlayerController.h/.cpp # Input handling, UI management
│ ├── AbilitySystem/
│ │ ├── MyAttributeSet.h/.cpp # Health, Stamina, Mana, Damage
│ │ ├── MyAbilitySystemComponent.h/.cpp # ASC with initialization
│ │ ├── Abilities/
│ │ │ ├── GA_Sprint.h/.cpp # Sprint ability
│ │ │ ├── GA_Attack.h/.cpp # Attack ability (combo support)
│ │ │ ├── GA_Dodge.h/.cpp # Dodge with i-frames
│ │ │ └── GA_Interact.h/.cpp # Interaction ability
│ │ └── Effects/
│ │ ├── GE_Damage.h # Damage gameplay effect
│ │ ├── GE_Heal.h # Healing gameplay effect
│ │ └── GE_Buff.h # Buff/debuff effects
│ ├── Character/
│ │ ├── MyCharacterBase.h/.cpp # Base character with ASC
│ │ ├── MyPlayerCharacter.h/.cpp # Player-specific (camera, input)
│ │ └── MyEnemyCharacter.h/.cpp # Enemy-specific (AI controller)
│ ├── AI/
│ │ ├── MyAIController.h/.cpp # AI controller with behavior tree
│ │ ├── BTTask_*.h/.cpp # Custom behavior tree tasks
│ │ ├── BTDecorator_*.h/.cpp # Custom decorators
│ │ └── BTService_*.h/.cpp # Custom services (perception)
│ ├── Combat/
│ │ ├── CombatComponent.h/.cpp # Combo system, hit registration
│ │ ├── DamageCalculation.h/.cpp # Custom GE execution calculation
│ │ └── Hitbox.h/.cpp # Collision-based damage
│ ├── Economy/
│ │ ├── InventoryComponent.h/.cpp # Inventory management
│ │ └── CurrencySubsystem.h/.cpp # Game instance subsystem for currency
│ ├── UI/
│ │ ├── MyHUD.h/.cpp # HUD class
│ │ └── Widgets/ # UMG widget C++ bases
│ └── Utils/
│ ├── MyBlueprintFunctionLibrary.h/.cpp # Utility functions exposed to BP
│ └── MyGameplayTags.h/.cpp # Centralized gameplay tag declarations
Content/
├── Blueprints/
│ ├── BP_PlayerCharacter.uasset # Blueprint child of C++ character
│ ├── BP_EnemyCharacter.uasset
│ └── BP_GameMode.uasset
├── DataTables/
│ ├── DT_EnemyStats.uasset
│ ├── DT_ItemDatabase.uasset
│ └── DT_LevelProgression.uasset
├── AbilitySystem/
│ ├── GA_* (ability blueprints)
│ └── GE_* (gameplay effect blueprints)
├── AI/
│ ├── BT_EnemyBehavior.uasset
│ └── BB_Enemy.uasset
├── UI/
│ ├── WBP_HUD.uasset
│ └── WBP_MainMenu.uasset
├── Maps/
│ ├── MainMenu.umap
│ ├── Gameplay.umap
│ └── TestLevel.umap
└── Input/
├── IA_Move.uasset
├── IA_Look.uasset
├── IA_Attack.uasset
└── IMC_Default.uasset
.forgewright/unreal-engineer/
├── architecture.md # C++ module architecture, class hierarchy
├── gas-setup.md # GAS configuration and ability catalog
├── blueprint-api.md # Blueprint-exposed API reference
└── performance-notes.md # Nanite/Lumen/tick optimization notes
Goal: Set up the C++ module structure, GAS foundation, and Enhanced Input system.
Actions:
.Build.cs with GAS modules:PublicDependencyModuleNames.AddRange(new string[]
{
"Core", "CoreUObject", "Engine", "InputCore",
"GameplayAbilities", "GameplayTags", "GameplayTasks",
"EnhancedInput", "AIModule", "NavigationSystem",
"UMG", "Slate", "SlateCore"
});
UE_DEFINE_GAMEPLAY_TAG(TAG_Ability_Sprint, "Ability.Sprint")
UE_DEFINE_GAMEPLAY_TAG(TAG_Ability_Attack, "Ability.Attack.Light")
UE_DEFINE_GAMEPLAY_TAG(TAG_Ability_Dodge, "Ability.Dodge")
UE_DEFINE_GAMEPLAY_TAG(TAG_Status_Stunned, "Status.Stunned")
UE_DEFINE_GAMEPLAY_TAG(TAG_Status_Invulnerable, "Status.Invulnerable")
UCLASS()
class MYGAME_API UMyAttributeSet : public UAttributeSet
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Health)
FGameplayAttributeData Health;
ATTRIBUTE_ACCESSORS(UMyAttributeSet, Health)
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_MaxHealth)
FGameplayAttributeData MaxHealth;
ATTRIBUTE_ACCESSORS(UMyAttributeSet, MaxHealth)
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_Stamina)
FGameplayAttributeData Stamina;
ATTRIBUTE_ACCESSORS(UMyAttributeSet, Stamina)
UPROPERTY(BlueprintReadOnly, ReplicatedUsing = OnRep_AttackPower)
FGameplayAttributeData AttackPower;
ATTRIBUTE_ACCESSORS(UMyAttributeSet, AttackPower)
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;
virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
};
Output: Core C++ foundation at Source/MyGame/
Goal: Implement all gameplay systems from Game Designer specs in C++, with Blueprint exposure.
Actions:
Character System:
Ability Implementation (from mechanic specs):
UGameplayAbility subclassTAG_Status_Invulnerable gameplay tagAI System:
Combat DamageExecution:
// Custom damage calculation implementing Game Designer formula
struct FDamageExecution : public FGameplayEffectCustomExecutionCalculation
{
void Execute_Implementation(
const FGameplayEffectCustomExecutionParameters& Params,
OUT FGameplayEffectCustomExecutionOutput& Output) const override
{
float ATK = GetCapturedAttributeMagnitude(Params, AttackPowerDef);
float DEF = GetCapturedAttributeMagnitude(Params, DefenseDef);
float SkillMult = Params.GetOwningSpec().GetSetByCallerMagnitude(TAG_Data_SkillMultiplier);
float Damage = FMath::Max(0.f, (ATK * SkillMult - DEF * 0.5f));
Output.AddOutputModifier(FGameplayModifierEvaluatedData(HealthProperty, EGameplayModOp::Additive, -Damage));
}
};
Output: Gameplay systems at Source/MyGame/
Goal: Create Blueprint children, DataTables, UI widgets, and designer-facing content.
Actions:
Blueprint Character Setup:
DataTables:
UI Widgets (UMG):
Input Configuration:
Output: Blueprint content at Content/, UI at Content/UI/
Goal: Optimize rendering, configure Nanite/Lumen, and prepare build pipeline.
Actions:
Rendering Optimization:
Performance Patterns:
Build Configuration:
Profiling Targets:
Output: Optimized build settings, performance documentation
| # | Mistake | Why It Fails | What to Do Instead |
|---|---------|-------------|-------------------|
| 1 | Blueprint Tick for per-frame logic | Blueprint VM overhead, cache misses at scale | C++ Tick with reduced TickInterval |
| 2 | Raw UObject* without UPROPERTY() | Silently garbage collected, dangling pointer | Always use UPROPERTY macro |
| 3 | != nullptr for UObject validity | Pending-kill objects pass null check | Use IsValid() which checks pending-kill |
| 4 | Strings instead of GameplayTags | Not replication-safe, not hierarchical, no editor search | FGameplayTag everywhere |
| 5 | Manual ability replication | Race conditions, state desyncs | Use UAbilitySystemComponent for replication |
| 6 | Circular module dependencies | Link failures in modular build | Explicit dependency DAG in .Build.cs |
| 7 | Missing reflection macros | Silent runtime failures, not compile errors | UCLASS/USTRUCT/UENUM on all reflected types |
| 8 | Nanite on skeletal meshes | Not supported, silent fallback | Use standard LODs for skeletal meshes |
| 9 | All logic in Blueprint | Unmaintainable spaghetti, poor performance | C++ for systems, BP for configuration |
| 10 | No DataTable for game data | Hard-coded values require recompile to tune | DataTable + struct for all tunable data |
| To | Provide | Format | |----|---------|--------| | Level Designer | Actor palette, DataTable schemas, level streaming setup | Prefabs + placement rules | | Unreal Technical Artist | Material parameter specs, VFX trigger delegates | C++ delegates for VFX events | | Unreal Multiplayer | Core systems, GAS setup, replication architecture | Replication-ready C++ classes | | Game Audio Engineer | Audio trigger delegates, spatial setup | C++ delegates for audio events | | QA Engineer | Built game, DataTable exports, edge case list | Packaged build + test scenarios |
development
[production-grade internal] Builds AR/VR/MR applications — spatial UI/UX, hand tracking, gaze input, controller interaction, comfort optimization, and cross-platform XR (Quest, Vision Pro, WebXR, PCVR). Routed via the production-grade orchestrator (Game Build mode).
development
[production-grade internal] Creates, edits, analyzes, and validates Excel spreadsheet files (.xlsx, .csv, .tsv). Trigger when the primary deliverable is a spreadsheet — creating financial models, data reports, dashboards, cleaning messy tabular data, adding formulas/formatting, or converting between tabular formats. Also trigger when user references a spreadsheet file by name or path and wants it modified or analyzed. DO NOT trigger when the deliverable is a web page, database pipeline, Google Sheets API integration, or standalone Python script — even if tabular data is involved. Routed via the production-grade orchestrator (Feature/Custom mode).
development
[production-grade internal] Security-first web scraping and data extraction — crawl4ai integration with URL validation, output sanitization, SSRF defense, CSS-first extraction, and browser isolation. Library-only mode (no Docker API). Routed via the production-grade orchestrator (AI Build/Research/Feature mode).
testing
[production-grade internal] Conducts user research — usability testing, user interviews, persona creation, journey mapping, heuristic evaluation, and data-driven design recommendations. Routed via the production-grade orchestrator (Design mode).