ue5-architecture
UE5.6/UE5.7 architecture planning and module boundary design for Unreal projects.
Skill by IvanYangYangXi
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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
Use cases: design, backend
Reviews
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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
- 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
- Repository
- github.com/IvanYangYangXi/artclaw_bridge
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Analyze game scene concept art / screenshots into structured JSON for 3D reconstruction.
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Cite this page
ue5-architecture skill. Agent Mart. https://agentmart.dev/skills/ivanyangyangxi-ue5-architecture (last updated 2026-10-24)