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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

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npx -y skills add prvthmpcypher/skills-gamedev --skill unreal-systems-engineer

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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/

references/

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