Unreal Game Development
Build version-pinned Unreal projects with deliberate C++/Blueprint boundaries, explicit gameplay ownership, automated tests, and release-like packaged evidence.
Use When
- The project uses Unreal Engine, Gameplay Framework, C++, Blueprints, replication, Unreal assets, or Unreal packaging.
Do Not Use When
- Multiplayer architecture is the primary decision; load
online-multiplayer-and-game-backend first.
- The exact engine/plugin versions are unknown.
Required Inputs
Engine/source distribution and version, plugins, target platforms/hardware, network topology, module/asset map, performance budgets, build farm, acceptance criteria, and tests.
Workflow
- Inspect
.uproject, modules, targets, plugins, config, maps, assets, source, automation, and packaging settings.
- Record boundaries among engine framework classes, C++ domain/components, Blueprints, data assets, subsystems, and online services.
- Define server/client authority, replicated properties, RPC contracts, relevance/update budgets, and late-join state when networked.
- Enforce asset naming/dependency and map/cook rules; validate redirectors and unintended hard references.
- Add automation for pure logic, gameplay integration, multiplayer network profiles, cook/package, and target-hardware smoke tests.
- Profile and retain packaged-build CPU/GPU/network/memory evidence; preserve symbols and manifests.
Quality Standards
- Blueprint accessibility is not a reason to hide ownership, authority, or failure handling.
- Exact APIs follow pinned official Unreal documentation, not copied book snippets.
- Editor/PIE success does not replace packaged target or network-condition testing.
Outputs
Unreal architecture and version manifest; module/Blueprint contract; authority/replication spec; asset validation report; automation results; packaged build evidence.
References
- Unreal multiplayer and production gates
1---2name: unreal-game-development3description: Use when building or restructuring an Unreal Engine game with C++, Blueprints, Gameplay Framework classes, replication, assets, packaging, automation, or Unreal-specific profiling and release evidence.4metadata: {portable: true, compatible_with: [claude-code, codex]}5---67# Unreal Game Development89Build version-pinned Unreal projects with deliberate C++/Blueprint boundaries, explicit gameplay ownership, automated tests, and release-like packaged evidence.1011## Use When12- The project uses Unreal Engine, Gameplay Framework, C++, Blueprints, replication, Unreal assets, or Unreal packaging.1314## Do Not Use When15- Multiplayer architecture is the primary decision; load `online-multiplayer-and-game-backend` first.16- The exact engine/plugin versions are unknown.1718## Required Inputs19Engine/source distribution and version, plugins, target platforms/hardware, network topology, module/asset map, performance budgets, build farm, acceptance criteria, and tests.2021## Workflow221. Inspect `.uproject`, modules, targets, plugins, config, maps, assets, source, automation, and packaging settings.232. Record boundaries among engine framework classes, C++ domain/components, Blueprints, data assets, subsystems, and online services.243. Define server/client authority, replicated properties, RPC contracts, relevance/update budgets, and late-join state when networked.254. Enforce asset naming/dependency and map/cook rules; validate redirectors and unintended hard references.265. Add automation for pure logic, gameplay integration, multiplayer network profiles, cook/package, and target-hardware smoke tests.276. Profile and retain packaged-build CPU/GPU/network/memory evidence; preserve symbols and manifests.2829## Quality Standards30- Blueprint accessibility is not a reason to hide ownership, authority, or failure handling.31- Exact APIs follow pinned official Unreal documentation, not copied book snippets.32- Editor/PIE success does not replace packaged target or network-condition testing.3334## Outputs35Unreal architecture and version manifest; module/Blueprint contract; authority/replication spec; asset validation report; automation results; packaged build evidence.3637## References38- [Unreal multiplayer and production gates](references/unreal-production-gates.md)39