worker-gameloop-backend

Implements server-authoritative GameMode, GameState, and storm circle systems for UE5 battle royale.

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

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

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.

Frequently Asked Questions about worker-gameloop-backend

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

FAQPage Schema
How do I implement a battle royale GameMode in Unreal Engine 5?▼

Create an AGameModeBase subclass that spawns players and bots, tracks alive participants, and enforces permadeath by transitioning eliminated controllers to spectator mode. Declare the winner when the alive count reaches one for Last Man Standing.

How to build a shrinking storm circle with damage over time in UE5?▼

Implement a replicated AActor with phased radius and center interpolation using FMath::Lerp on the server. A periodic tick computes each pawn's 2D distance to the center and applies damage through the health component to anyone outside the safe radius.

What is the difference between hit-scan and projectile weapons in UE5?▼

Hit-scan weapons like assault rifles use server-side LineTraceSingleByChannel for instant hits. Projectile weapons like rocket launchers spawn a physics-driven actor with velocity and radial splash damage, validated by the server.

Does this approach support squad or duo battle royale modes?▼

No, the implementation is strictly solo battle royale with no squads, duos, revives, or DBNO states. Eliminations are permanent and the win condition is a single surviving combatant.

Why must UE5 gameplay classes use TObjectPtr and generated.h includes?▼

TObjectPtr wraps UObject pointers for safe garbage collection and reflection, while the ClassName.generated.h include must appear last so Unreal Header Tool can process UCLASS and UPROPERTY macros correctly.