ck-change-control

Classify Ck plugin suite changes and enforce verification gates.

4|Updated Aug 15, 2023
One-click install
npx skills add https://github.com/chainkemists/CkFoundation --skill ck-change-control
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: ck-change-control
Source: https://github.com/chainkemists/CkFoundation/tree/main/.claude/skills/ck-change-control
Command: npx skills add https://github.com/chainkemists/CkFoundation --skill ck-change-control

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill provides a structured framework for classifying and gating changes to the Ck plugin suite, ensuring that all modifications meet strict validation, testing, and cross-environment compatibility standards.

Core Features & Use Cases

  • Change Classification: Categorizes changes into four distinct classes (Docs-only, Additive API, Behavior change, Framework-invariant) to determine the appropriate verification gate.
  • Multi-Environment Verification: Enforces mandatory checks across C++, Blueprint, and AngelScript to prevent regressions in complex, multi-hosted environments.
  • Safety Guardrails: Provides specific protocols for using Ck-specific macros like CK_ENSURE_IF_NOT to ensure runtime safety and diagnostic clarity in production builds.

Quick Start

Use the ck-change-control skill to evaluate the requirements and verification steps for a proposed behavior change in the CkFoundation processor logic.

Frequently Asked Questions about ck-change-control

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I enforce change gates for Unreal Engine C++ plugin modifications?▼

Change classification categorizes modifications into Docs-only, Additive API, Behavior change, or Framework-invariant classes, determining specific test tiers, cross-environment checks, and architectural invariant validations required before approval.

What is the best way to manage code review requirements for C++ and Blueprint environments?▼

Multi-environment verification enforces mandatory checks across C++, Blueprint, and AngelScript to prevent regressions in complex, multi-hosted environments, ensuring all changes maintain system stability through rigorous validation protocols.

Does change management for Unreal Engine plugins support runtime safety checks?▼

Yes, runtime safety checks are enforced through specific protocols for using Ck-specific macros like CK_ENSURE_IF_NOT, ensuring diagnostic clarity and runtime safety in production builds during the change lifecycle.

Why does modifying framework invariants require compile-time and runtime validation?▼

Framework-invariant changes impact core architectural stability, requiring rigorous compile-time and runtime validation protocols to ensure modifications maintain system stability across complex, multi-hosted environments without introducing regressions.

Can I skip cross-environment checks for documentation-only changes to the plugin suite?▼

Yes, Docs-only changes are classified separately from Behavior changes or Framework-invariant modifications, applying lighter verification gates that do not require the full multi-environment cross-checks needed for code modifications.

How do I classify a behavior change in CkFoundation processor logic for testing?▼

Evaluate the modification against the four change classes—Docs-only, Additive API, Behavior change, Framework-invariant—to determine the appropriate verification gate, required test tiers, and cross-environment checks needed before implementation.