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
- 01Map runtime, editor, UI, network, and data modules
- 02Define module responsibilities and public APIs
- 03Specify Build.cs dependency boundaries
- 04Identify circular and cross-layer dependencies
- 05Flag risky class and asset migrations
Use cases
- 01Plan module structure before implementation
- 02Review dependency and include boundaries
- 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-architectureAfter installing, type/ue5-architecturein Claude Code to confirm it loaded.
Bundled files
References and scripts installed along with SKILL.md.
agents/openai.yamlreferences/build-cs-patterns.mdmodule-layout.mdproject-adapter.mdue5-engine-module-index-v2.csvue5-engine-module-index-v2.mdue5-engine-module-index.csvue5-engine-module-index.mdue5-module-routing-table-draft.csvue5-module-routing-table-final.csvscripts/generate_module_index_v2.pyDetails
From the project READMEQuick 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
PublicDependencyModuleNamesandPrivateDependencyModuleNamesper module. - Report risks: circular includes, over-exposed reflection types, and cross-layer references.
Constraints
- Keep
UCLASS/USTRUCT/UENUMonly 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,Eprefixes).
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.
Comments
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