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MRCalderon3DMRCalderon3D/everything-game-dev-code/skills/unreal/unreal-gameplay-framework/SKILL.md

unreal-gameplay-framework

Skill105 starsChanged 8 months agoMITView on GitHub

Use the Unreal gameplay framework intentionally so authority, ownership, and system lifetime are understandable.

1 other project uses a version of this.

Adopted by

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The file

We split this skill into the rules it gives an agent

5 rules. About 0 are common, 5 are distinctive, and 0 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈5

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 0

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Use the Unreal gameplay framework intentionally so authority, ownership, and system lifetime are understandable.

    line 11
  2. Distinctive:

    document map travel, spawn, and persistence behavior

    line 27
  3. Distinctive:

    avoid broad hidden dependencies across framework classes

    line 28
  4. Distinctive:

    Keep this skill aligned with the relevant rules layer and current project documentation.

    line 58
  5. Distinctive:

    If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

    line 59

≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Unreal Gameplay Framework

Purpose

Use the Unreal gameplay framework intentionally so authority, ownership, and system lifetime are understandable.

Use When

  • building systems around GameMode, GameState, PlayerController, Pawn, subsystems, or GameInstance
  • framework responsibilities are overlapping
  • networking complicates ownership

Inputs

  • feature behavior
  • single-player or multiplayer model
  • state ownership needs
  • map or travel flow

Process

  1. assign responsibilities to framework classes deliberately
  2. separate authoritative logic, replicated state, and cosmetic behavior
  3. document map travel, spawn, and persistence behavior
  4. avoid broad hidden dependencies across framework classes
  5. review test and debug visibility for framework-heavy features

Outputs

  • framework ownership map
  • travel and persistence notes
  • class responsibility boundaries
  • implementation cautions

Quality Bar

  • respects Unreal framework ownership, packaging, and content pipeline realities
  • keeps C++, Blueprints, plugins, and content boundaries intentional
  • makes replication, map setup, and packaging risk explicit

Common Failure Modes

  • Blueprint graph sprawl hiding ownership
  • using Tick where event-driven logic is clearer
  • packaging or plugin state changing without documentation

Related Agents

  • unreal-reviewer
  • technical-design-lead
  • network-programmer

Related Commands

  • unreal-review
  • tech-design
  • multiplayer-review

Notes

  • Keep this skill aligned with the relevant rules layer and current project documentation.
  • If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.

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