Individual skill
ue5-architecture
UE5.6-UE5.8 architecture planning and module boundary design for Unreal projects. Use when requests involve module layout, Build.cs dependencies, reflection exposure strategy, Public/Private API boundaries, naming conventions, and preventing circular dependencies.
skills/ue5-architecture/SKILL.md
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- Last checked
- Nov 10, 2026
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- Repository last updated
- Aug 26, 2026
- License
- MIT
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- engineering Derived category
- design Derived category
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SKILL.mdcore · 1,764 bytesagents/openai.yamlasset · 315 bytesreferences/build-cs-patterns.mddoc · 750 bytesreferences/module-layout.mddoc · 655 bytesreferences/project-adapter.mddoc · 438 bytesreferences/ue5-engine-module-index-v2.csvasset · 132,776 bytesreferences/ue5-engine-module-index-v2.mddoc · 14,541 bytesreferences/ue5-engine-module-index.csvasset · 81,983 bytesreferences/ue5-engine-module-index.mddoc · 12,494 bytesreferences/ue5-module-routing-table-draft.csvasset · 111,740 bytesreferences/ue5-module-routing-table-final.csvasset · 149,293 bytesscripts/generate_module_index_v2.pyruns · 20,096 bytes
Read excerpt
# 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 `PublicDependencyModuleNames` and `PrivateDependencyModuleNames` per module.
- Report risks: circular includes, over-exposed reflection types, and cross-layer references.
# Constraints
- Keep `UCLASS/USTRUCT/UENUM` only where reflection is required.