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ue5-architecture

UE5.6/UE5.7 architecture planning and module boundary design for Unreal projects.

Skill by IvanYangYangXi

IndexedMIT★ 36
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Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

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About

UE5.6/UE5.7 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.

Use cases: design, backend

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
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Secrets
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Install scripts
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Runs as
Python package

Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/ue5-architecture

What's inside

Skill name
ue5-architecture
Description
UE5.6/UE5.7 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.
License
MIT
Instructions
28 lines in SKILL.md · view on GitHub

Before installing

  • Ships executable scripts

Files (12)

  • SKILL.md
  • SOURCE.md
  • build-cs-patterns.md · references/
  • module-layout.md · references/
  • project-adapter.md · references/
  • ue5-engine-module-index-v2.csv · references/
  • ue5-engine-module-index-v2.md · references/
  • ue5-engine-module-index.csv · references/
  • ue5-engine-module-index.md · references/
  • ue5-module-routing-table-draft.csv · references/
  • ue5-module-routing-table-final.csv · references/
  • generate_module_index_v2.py · scripts/

SKILL.md (first lines)

# 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.
- 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`, `E` prefixes).

# Failure Handling
- If ownership of a class is ambiguous, place it in runtime module first and log a TODO to split after usage mapping.
- If dependency graph becomes cyclic, extract shared contracts into a thin common module.
- If Build.cs dependencies are uncertain, choose minimal set and verify compile paths immediately.

# Escalation
- Escalate when a refactor requires asset redirectors, class renames, or package path migration.
- Escalate when module split changes public Blueprint class paths used by existing content.

From IvanYangYangXi/artclaw_bridge, MIT.

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Signals

Stars
36
Forks
7
Open issues
1
Last commit (this folder)
Apr 3, 2026 (7 months ago)
Last release
Apr 15, 2026 (6 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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ue5-architecture skill. Agent Mart. https://agentmart.dev/skills/ivanyangyangxi-ue5-architecture (last updated 2026-10-24)