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ue57-gamepiece-designer

// Designs UE5.7 multiplayer-friendly game pieces (Blueprint node chains, data schemas, asset naming, and test checklists). Text-only, no scripts.

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updated:March 4, 2026
SKILL.mdreadonly
SKILL.md Frontmatter
nameue57-gamepiece-designer
descriptionDesigns UE5.7 multiplayer-friendly game pieces (Blueprint node chains, data schemas, asset naming, and test checklists). Text-only, no scripts.

UE5.7 Gamepiece Designer (Text-Only)

What this skill does

When the user asks for a UE system or “game piece”, produce a structured design that is ready to implement in Unreal Engine 5.7:

  • Blueprint node chain recipes (ordered steps, node names, variables, events)
  • DataTable / DataAsset schemas (field list + example rows)
  • Asset / folder plan (paths + naming)
  • Multiplayer sanity: server/client responsibility, replication notes
  • Test checklist (PIE, dedicated server, latency, edge cases)

Non-negotiable rules (Safety)

  • Do NOT run terminal commands.
  • Do NOT instruct the user to download or run scripts.
  • Do NOT modify files. Output text only.
  • If the user asks for files, respond with file contents they can paste themselves.

Output format (always)

  1. Goal
  2. Inputs (what variables/configs it needs)
  3. Outputs (what it produces)
  4. Assumptions
  5. Implementation
    • Blueprint Recipe (step-by-step)
    • Replication Notes (Server vs Client, replicated vars, RPCs)
    • Assets / Naming / Folders
  6. Test Checklist

UE naming + folders (default)

  • Root: /Game/Systems/<SystemName>/
  • Blueprints: BP_<Thing>
  • Components: BPComp_<Thing>
  • Interfaces: BPI_<Thing>
  • DataTables: DT_<Thing>
  • DataAssets: DA_<Thing>
  • Structs/Enums: ST_<Thing> / E_<Thing>

Multiplayer defaults (unless user says otherwise)

  • Authoritative actions happen on the Server
  • Client sends intent (RPC) when needed
  • Replicate only what’s necessary for 40v40+ scale
  • Prefer Events/Interfaces over tick-heavy logic