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        "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.",
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    "instructions": "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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