# Unreal Game Development

> 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.

- Skill: `peterbamuhigire/unreal-game-development` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add peterbamuhigire/unreal-game-development`
- Raw SKILL.md: https://api.skillmd.com/api/skills/peterbamuhigire/unreal-game-development/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: peterbamuhigire (https://skillmd.com/u/peterbamuhigire)
- Updated: 2026-09-10
- Page: https://skillmd.com/skills/peterbamuhigire/unreal-game-development

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# 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
1. Inspect `.uproject`, modules, targets, plugins, config, maps, assets, source, automation, and packaging settings.
2. Record boundaries among engine framework classes, C++ domain/components, Blueprints, data assets, subsystems, and online services.
3. Define server/client authority, replicated properties, RPC contracts, relevance/update budgets, and late-join state when networked.
4. Enforce asset naming/dependency and map/cook rules; validate redirectors and unintended hard references.
5. Add automation for pure logic, gameplay integration, multiplayer network profiles, cook/package, and target-hardware smoke tests.
6. 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](references/unreal-production-gates.md)


