What problem does it solve? Turning an ambiguous game feature idea into concrete Unreal Engine code often leads to misplaced state, wrong class choices, and rework. This Skill converts feature requests into an Unreal-native architecture before any implementation begins, defining exactly where logic, state, and data should live. ## Core Features & Use Cases - Architecture Decision Mapping: Chooses between Actor, Component, UObject, Subsystem, Game Framework classes, and data assets using explicit decision matrices covering lifetime, authority, and replication. - Communication & Data Design: Produces communication maps (RPCs, delegates, replicated properties), data maps (definitions vs runtime vs saved state), and an explicit C++/Blueprint boundary. - Ordered Implementation Plans: Sequences work as vertical slices with verification checkpoints, plus trade-off analysis of alternative approaches. - Use Case: When designing a new weapon system for a multiplayer shooter, use this Skill to decide whether weapon state lives on the Character or a component, how hit validation flows through server RPCs, and which parts designers extend in Blueprint. ## Quick Start Ask the AI to design the architecture for a new gameplay feature, for example: plan the Unreal Engine architecture for a shrinking storm circle system in a server-authoritative battle royale.