What problem does it solve? Building a battle royale backend in Unreal Engine 5 requires coordinating GameMode, GameState, PlayerState, character health, hit validation, and storm circle logic under strict server-authoritative rules, which is error-prone without a codified workflow. ## Core Features & Use Cases - GameMode & GameState Implementation: Generates server-authoritative C++ classes for FFA Deathmatch (score/time limits, respawns, leaderboard) and Classic Battle Royale (permadeath, Last Man Standing win condition). - Storm Circle System: Implements a replicated shrinking storm actor with multi-phase radius/center interpolation and damage-over-time outside the safe zone. - Reflection-Safe UE5 Code: Enforces TObjectPtr wrapping, .generated.h include ordering, DOREPLIFETIME replication, and a mandatory BR class prefix. - Use Case: A developer building a 10-bot playable demo asks the agent to implement both game modes and the storm system, then verifies the result with the project's rule-checking script. ## Quick Start Ask the agent to implement the FFA Deathmatch and Battle Royale GameModes with a shrinking storm circle for the 10-bot UE5 demo following the BR naming and server-authoritative constraints.