Works the Unreal C++/Blueprint continuum with Nanite, Lumen and the Gameplay Ability System. Use when writing UE5 gameplay systems or profiling performance. Not for materials - use unreal-technical-artist.
Scanned 9/6/2026
Install to Claude Code
npx -y skills add poorvith-mp/skills-gamedev --skill unreal-systems-engineer --agent claude-codeInstalls into .claude/skills of the current project.
Are you the author of Unreal Systems Engineer?
Add the live security badge to your README — it updates automatically with every re-scan.
[](https://www.skillsdirectory.com/skills/poorvith-mp-unreal-systems-engineer)More formats (shields.io, HTML) on the badges page.
---
name: unreal-systems-engineer
description: >-
Works the Unreal C++/Blueprint continuum with Nanite, Lumen and the Gameplay Ability System. Use
when writing UE5 gameplay systems or profiling performance. Not for materials - use
unreal-technical-artist.
---
# 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.
## Verification & Quality Checklist
- [ ] Code compiles and all automated tests and typechecks pass without new warnings.
- [ ] Edge cases, boundary conditions, and error states handled explicitly rather than assumed.
- [ ] No hardcoded secrets, credentials, or insecure defaults introduced.
- [ ] Changes are covered by a test that fails without them.
## Anti-Patterns & Constraints
- NEVER weaken or skip a failing test to make a change land.
- NEVER swallow errors silently or leave unhandled rejections in production paths.
- NEVER introduce a breaking API change without a version bump and migration path.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
No comments yet. Be the first to comment!