What problem does it solve? Structuring reusable Unreal Engine features as plugins is error-prone: the .uplugin descriptor, module types, loading phases, and dependency rules must all align or the plugin fails to load, content won't mount, or packaging breaks. This Skill provides the exact descriptor fields, module wiring patterns, and troubleshooting guidance grounded in UE 5.8 engine source. ## Core Features & Use Cases - Plugin Authoring: Create .uplugin descriptors with correct FileVersion, Modules array, CanContainContent, and plugin dependency declarations. - Module Configuration: Choose the right EHostType (Runtime, Editor, UncookedOnly, ServerOnly) and ELoadingPhase (PreDefault, Default, PostEngineInit) for each module, and wire IMPLEMENT_MODULE with StartupModule/ShutdownModule. - Runtime Queries & Packaging: Use IPluginManager/IPlugin to find, mount, and enumerate plugins at runtime, handle explicit-load plugins, and package plugins for distribution. - Use Case: You are building an editor tool that must ship separately from your game. Use this Skill to scaffold a plugin with a Runtime module plus an Editor module, register detail customizations, declare the EnhancedInput dependency, and package it for other projects. ## Quick Start Ask the assistant to create a new Unreal Engine plugin with a runtime module and an editor module, including the .uplugin descriptor and Build.cs files.