Agent skills for the UE5 decisions that fail silently — authority vs. cosmetic, hit contracts, state ownership, spawn frames, phase bans, and engine feature maturity.
Separate authoritative gameplay state from cosmetic presentation in UE5, and keep gameplay decisions from reading values that a decoration is allowed to modify — sockets moved by animation or IK, meshes offset by suspension or sway, camera transforms carrying shake and lag, interpolated or smoothed proxies, and…
Define what counts as a hit in a UE5 project before writing queries — which object channels and trace channels exist and what each one means, who is allowed to decide a hit, how the collision response matrix is agreed on as shared global state, and whether a line, sweep, or overlap is the correct query for the speed…
Make a game's core loop provable — seeded random streams, a fixed logic timestep, a headless match harness that runs full AI matches without rendering, automation tests for gameplay math, and the evidence artifacts (seeded replays, CSV dumps, logs, screenshots, performance baselines) that let an agent or a reviewer…
Establish whether an engine feature is Production Ready, Beta, Experimental, or deprecated in the exact UE5 version this project uses, before building on it — by checking the plugin descriptors, editor labels, deprecation macros, and console variable help on this machine rather than trusting recalled defaults. Use…
Decide which UE5 class owns each piece of runtime gameplay state by matching it to the lifetime the state must survive — Pawn, Controller, PlayerState, GameState, GameMode, or an engine subsystem — so that state does not vanish when a Pawn is destroyed, persist when it should reset, or become unreachable from the…
Decide which UE5 systems are deliberately out of scope for the current phase and write bans an agent will actually respect — replication and networking, ability and gameplay-effect frameworks, Mass Entity and ECS paths, World Partition and large-world streaming, and test infrastructure beyond the minimum. Use when…
Establish and maintain the single file of project facts every other UE5 skill reads first — exact engine version and install path, module layout and dependency direction, target platforms and architectures, plugin availability, units and coordinate conventions, phase bans (what is deliberately not being built yet)…
Get the frame timing and reference frame right when spawning or launching something from a moving actor in UE5 — what velocity the spawned object inherits, which coordinate frame a solution was computed in, where in the tick order the transform is read, and what has or has not been updated at that moment. Use when…
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