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ue5-architecture

ue5-architecture

github.com/unrealxuDevelopment53348 installsUpdated 9w ago
Repository

About ue5-architecture

ue5-architecture is a skill for planning Unreal Engine 5 module boundaries and dependencies. It helps developers map existing code, define API ownership, and surface architectural risks before refactoring.

Key features

  1. 01Map runtime, editor, UI, network, and data modules
  2. 02Define module responsibilities and public APIs
  3. 03Specify Build.cs dependency boundaries
  4. 04Identify circular and cross-layer dependencies
  5. 05Flag risky class and asset migrations

Use cases

  1. 01Plan module structure before implementation
  2. 02Review dependency and include boundaries
  3. 03Assess risks in a module split

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/unrealxu/unrealengine5-skills --skill ue5-architecture

After installing, type/ue5-architecturein Claude Code to confirm it loaded.

Bundled files

References and scripts installed along with SKILL.md.

agents/
openai.yaml
references/
build-cs-patterns.md
module-layout.md
project-adapter.md
ue5-engine-module-index-v2.csv
ue5-engine-module-index-v2.md
ue5-engine-module-index.csv
ue5-engine-module-index.md
ue5-module-routing-table-draft.csv
ue5-module-routing-table-final.csv
scripts/
generate_module_index_v2.py

Details

From the project README

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.

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