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.