ue5-architecture
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.
DeepseekModel
キュレーション済みスキル
品質 優秀 · 90
v1.0.0
取得
https://deepseekmodel.com/api/download.php?id=unrealxu-unrealengine5-skills-skills-ue5-architecture-skill-md&format=skill
ダウンロード .skill
標準形式。system_prompt と model_config を収録し、任意の Agent で利用可能
.skill ファイルの system_prompt フィールドの実際の内容。
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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ダウンロードした .skill に含まれるフィールド。
| フィールド | 説明 |
|---|---|
| format | フォーマット識別子(skill/v1) |
| skill_id | スキル固有 ID |
| name | スキル名 |
| version | バージョン |
| description | 説明 |
| category | カテゴリ(配列) |
| trigger_words | トリガーワード |
| tags | タグ |
| source | ソース |
| source_url | ソース URL(本ページ) |
| exported_at | エクスポート日時(ダウンロード毎) |
| system_prompt | システムプロンプト本文 |
| model_config | モデル設定:provider / model / temperature / max_tokens / top_p |
| examples | サンプル |
| install_guide | 各プラットフォームの導入説明(Coze / Dify / Claude / カスタム) |