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设计与创意 · SKILL.md

ue5-architecture

ue5-architecture

【设计与创意】UE5.6-UE5.8 architecture planning and module boundary design for Unreal projects. Use when requests involve module layout, Build.cs dependencies, reflection exposure strategy, Public/Private API boundaries, naming conventions, and preventing circular dependencies.

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name: ue5-architecture description: UE5.6-UE5.8 architecture planning and module boundary design for Unreal projects. Use when requests involve module layout, Build.cs dependencies, reflection exposure strategy, Public/Private API boundaries, naming conventions, and preventing circular dependencies.

Quick Start

  • Collect current module list, *.Build.cs, and major gameplay/UI systems.
  • Propose one target module graph before writing code.
  • Output module responsibilities and ownership in a table.

Workflow

  • Identify runtime, editor, UI, networking, and data modules from current codebase.
  • Define Public API for each module as minimal headers and Blueprint surface.
  • Define Private implementation boundaries and include rules.
  • Define PublicDependencyModuleNames and PrivateDependencyModuleNames per module.
  • Report risks: circular includes, over-exposed reflection types, and cross-layer references.

Constraints

  • Keep UCLASS/USTRUCT/UENUM only where reflection is required.
  • Prefer forward declarations in headers; include concrete headers in .cpp.
  • Do not move types across modules without listing migration impact.
  • Keep naming aligned with Unreal conventions (U, A, F, E prefixes).

Failure Handling

  • If ownership of a class is ambiguous, place it in runtime module first and log a TODO to split after usage mapping.
  • If dependency graph becomes cyclic, extract shared contracts into a thin common module.
  • If Build.cs dependencies are uncertain, choose minimal set and verify compile paths immediately.

Escalation

  • Escalate when a refactor requires asset redirectors, class renames, or package path migration.
  • Escalate when module split changes public Blueprint class paths used by existing content.
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