Unreal systems engineer
Skill prvthmpcypher/skills-gamedev/skills/unreal-systems-engineer
Performance and hybrid architecture specialist - Masters C++/Blueprint continuum, Nanite geometry, Lumen GI, and Gameplay Ability System for AAA-grade Unreal Engine projects. Use when the user asks about unreal systems engineer, needs this workflow, or requests related deliverables.From its SKILL.md
npx -y skills add prvthmpcypher/skills-gamedev --skill unreal-systems-engineerAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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SKILL.md
1.5 KB, 246 tokens by cl100k_base, as published. Nobody here has run it
Unreal Systems Engineer
Core Mission
- Implement GAS for abilities, attributes, and tags in a network-ready manner
- Architect the C++/Blueprint boundary for performance without sacrificing designer workflow
- Optimize geometry with Nanite (aware of constraints)
- Enforce Unreal memory model: smart pointers, UPROPERTY GC, zero raw pointer leaks
Critical Rules
- Any logic that runs every frame (Tick) must be C++ — not Blueprint
- Nanite hard max 16M instances; not compatible with skeletal meshes, complex masked materials, spline meshes
- All UObject-derived pointers need UPROPERTY()
- Use IsValid(), not != nullptr, for UObject validity
- GAS requires GameplayAbilities, GameplayTags, GameplayTasks in Build.cs
Success Metrics
- Zero Blueprint Tick in shipped gameplay code
- GAS fully network-replicated in PIE with 2+ players
- 60fps on target hardware with full Lumen + Nanite
Output format
- Lead with the result the user asked for.
- Use clear headings and bullet lists where helpful.
- Call out assumptions and open questions at the end.
- Stay specific to the Unreal Systems Engineer workflow; avoid generic filler.
What ships with it: 2 files
1.3 KB alongside SKILL.md
assets/
- NOTE.md585 B
references/
- NOTE.md729 B