ue5-architecture

Plans Unreal Engine module boundaries, Build.cs dependencies, and reflection exposure for UE5.6-UE5.8 projects.

1|Updated Sep 6, 2026
One-click install
npx skills add https://github.com/ziyarduc/Baran-bk-game --skill ue5-architecture-ziyarduc
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: ue5-architecture
Source: https://github.com/ziyarduc/Baran-bk-game/tree/main/.agents/skills/ue5-architecture
Command: npx skills add https://github.com/ziyarduc/Baran-bk-game --skill ue5-architecture-ziyarduc

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) and references (resource) components.

What problem does it solve? Unreal Engine projects grow into tangled module graphs with circular dependencies, over-exposed reflection types, and unclear Public/Private API boundaries. This Skill produces a concrete module architecture plan before code is written, preventing costly refactors and compile-time dependency cycles. ## Core Features & Use Cases - Module Graph Planning: Identifies runtime, editor, UI, networking, and data modules from the current codebase and proposes one target module graph with ownership tables. - Build.cs Dependency Design: Defines minimal PublicDependencyModuleNames and PrivateDependencyModuleNames per module using proven runtime and editor patterns. - Engine Module Index Generation: Ships a Python script that scans UE5.6-UE5.8 engine source (755+ modules), classifies each module by domain, and generates CSV/Markdown routing tables mapping modules to skills. - Project-Specific Constraints: Enforces Bakırköy BR rules such as the mandatory BR class prefix, server-authoritative design, and the 7 core gameplay constraints. - Use Case: When adding a new inventory system to a UE5 project, use this Skill to decide which module owns the types, what the Build.cs dependencies should be, and which classes need UCLASS reflection versus plain C++. ## Quick Start Ask the assistant to analyze the current Unreal project modules and Build.cs files and produce a module boundary plan with dependency lists and risk controls.

Frequently Asked Questions about ue5-architecture

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

FAQPage Schema
How do I plan module boundaries in an Unreal Engine 5 project?▼

Collect the current module list and Build.cs files, then propose one target module graph separating runtime, editor, UI, networking, and data layers. Define each module's Public API as minimal headers and keep implementation in Private directories.

What goes in PublicDependencyModuleNames vs PrivateDependencyModuleNames?▼

Put a module in PublicDependencyModuleNames only when your public headers include its types. Use PrivateDependencyModuleNames for implementation-only usage, and remove unused dependencies after refactors to reduce compile and link overhead.

How do I prevent circular dependencies between Unreal modules?▼

Enforce a layered rule where upper layers depend on lower layers but never the reverse, and editor modules are never referenced from runtime modules. If a cycle appears, extract shared contracts into a thin common module.

When should I use UCLASS reflection versus plain C++ in UE5?▼

Keep UCLASS, USTRUCT, and UENUM only where reflection is required, such as Blueprint exposure or serialization. Prefer forward declarations in headers and include concrete headers only in .cpp files to minimize coupling.

Does this Skill support UE5.6, UE5.7, and UE5.8 engine sources?▼

Yes, the included generate_module_index_v2.py script auto-detects UE_5.8, UE_5.7, or UE_5.6 engine source installations and classifies all .Build.cs modules by domain, layer, and routing confidence into CSV and Markdown indexes.

When should a module refactor be escalated instead of done directly?▼

Escalate when a refactor requires asset redirectors, class renames, or package path migration, and when a module split changes public Blueprint class paths used by existing content. These changes break serialized assets and need coordinated migration.