Ue5 Gameplay State Ownership

Decide which UE5 class owns each piece of runtime gameplay state by matching it to the lifetime the state must survive — Pawn, Controller, PlayerState, GameState, GameMode, or an engine subsystem — so that state does not vanish when a Pawn is destroyed, persist when it should reset, or become unreachable from the systems that need it. Use when adding any persistent value, when state is lost on respawn or level transition, when a singleton or static is proposed, or when deciding where score, progression, settings, or match state should live.

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lichamnesia/unreal-engine-agent-skills/tree/main/skills/ue5-gameplay-state-ownership commit 0129812a10

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npx skillmds@latest add lichamnesia/ue5-gameplay-state-ownership