What problem does it solve? Building a Battle Royale combat system in Unreal Engine 5 requires coordinating hit-scan and projectile weapons, server-authoritative damage calculation, and consumable equipment logic. This Skill provides a specialized worker agent with complete domain knowledge of the Bakırköy BR weapon system, damage model, and equipment specs so implementation stays consistent with project constraints. ## Core Features & Use Cases - Weapon Class Implementation: Guides creation of five weapon classes (SMG, Assault Rifle, Sniper, Shotgun, Rocket Launcher) covering hit-scan line traces, projectile physics, ADS, spray patterns, and reload systems. - Damage Model Enforcement: Applies the shield-first damage pipeline with headshot multipliers, distance falloff, shotgun pellet spread, and rocket splash damage rules. - Equipment & Consumables: Defines shield potions, bandages, medkits, and speed boosts with cast times, stack limits, and special behaviors. - Use Case: When implementing the Assault Rifle "İstanbul Fırtınası", the worker enforces server-side LineTraceSingleByChannel, 8 rps fire rate, 35m falloff start, and the mandatory BR C++ class prefix. ## Quick Start Ask the agent to implement the Assault Rifle hit-scan weapon class with server-authoritative damage falloff following the Bakırköy BR constraints.