$npx -y skills add teixasalone/UnrealEngine5-Skills --skill ue5-architectureUE5.6/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.
| 1 | # Quick Start |
| 2 | - Collect current module list, `*.Build.cs`, and major gameplay/UI systems. |
| 3 | - Propose one target module graph before writing code. |
| 4 | - Output module responsibilities and ownership in a table. |
| 5 | |
| 6 | # Workflow |
| 7 | - Identify runtime, editor, UI, networking, and data modules from current codebase. |
| 8 | - Define Public API for each module as minimal headers and Blueprint surface. |
| 9 | - Define Private implementation boundaries and include rules. |
| 10 | - Define `PublicDependencyModuleNames` and `PrivateDependencyModuleNames` per module. |
| 11 | - Report risks: circular includes, over-exposed reflection types, and cross-layer references. |
| 12 | |
| 13 | # Constraints |
| 14 | - Keep `UCLASS/USTRUCT/UENUM` only where reflection is required. |
| 15 | - Prefer forward declarations in headers; include concrete headers in `.cpp`. |
| 16 | - Do not move types across modules without listing migration impact. |
| 17 | - Keep naming aligned with Unreal conventions (`U`, `A`, `F`, `E` prefixes). |
| 18 | |
| 19 | # Failure Handling |
| 20 | - If ownership of a class is ambiguous, place it in runtime module first and log a TODO to split after usage mapping. |
| 21 | - If dependency graph becomes cyclic, extract shared contracts into a thin common module. |
| 22 | - If Build.cs dependencies are uncertain, choose minimal set and verify compile paths immediately. |
| 23 | |
| 24 | # Escalation |
| 25 | - Escalate when a refactor requires asset redirectors, class renames, or package path migration. |
| 26 | - Escalate when module split changes public Blueprint class paths used by existing content. |