ck-change-control

Classify Ck plugin suite changes and enforce verification gates.

4|Updated Aug 15, 2023
One-click install
npx skills add https://github.com/chainkemists/CkFoundation --skill ck-change-control
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ck-change-control
Source: https://github.com/chainkemists/CkFoundation/tree/main/.claude/skills/ck-change-control
Command: npx skills add https://github.com/chainkemists/CkFoundation --skill ck-change-control

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This skill provides a structured framework for classifying and gating changes to the Ck plugin suite, ensuring that all modifications meet strict validation, testing, and cross-environment compatibility standards.

Core Features & Use Cases

  • Change Classification: Categorizes changes into four distinct classes (Docs-only, Additive API, Behavior change, Framework-invariant) to determine the appropriate verification gate.
  • Multi-Environment Verification: Enforces mandatory checks across C++, Blueprint, and AngelScript to prevent regressions in complex, multi-hosted environments.
  • Safety Guardrails: Provides specific protocols for using Ck-specific macros like CK_ENSURE_IF_NOT to ensure runtime safety and diagnostic clarity in production builds.

Quick Start

Use the ck-change-control skill to evaluate the requirements and verification steps for a proposed behavior change in the CkFoundation processor logic.

Frequently Asked Questions about ck-change-control

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I enforce change gates for Unreal Engine C++ plugin modifications?

Change classification categorizes modifications into Docs-only, Additive API, Behavior change, or Framework-invariant classes, determining specific test tiers, cross-environment checks, and architectural invariant validations required before approval.

What is the best way to manage code review requirements for C++ and Blueprint environments?

Multi-environment verification enforces mandatory checks across C++, Blueprint, and AngelScript to prevent regressions in complex, multi-hosted environments, ensuring all changes maintain system stability through rigorous validation protocols.

Does change management for Unreal Engine plugins support runtime safety checks?

Yes, runtime safety checks are enforced through specific protocols for using Ck-specific macros like CK_ENSURE_IF_NOT, ensuring diagnostic clarity and runtime safety in production builds during the change lifecycle.

Why does modifying framework invariants require compile-time and runtime validation?

Framework-invariant changes impact core architectural stability, requiring rigorous compile-time and runtime validation protocols to ensure modifications maintain system stability across complex, multi-hosted environments without introducing regressions.

Can I skip cross-environment checks for documentation-only changes to the plugin suite?

Yes, Docs-only changes are classified separately from Behavior changes or Framework-invariant modifications, applying lighter verification gates that do not require the full multi-environment cross-checks needed for code modifications.

How do I classify a behavior change in CkFoundation processor logic for testing?

Evaluate the modification against the four change classes—Docs-only, Additive API, Behavior change, Framework-invariant—to determine the appropriate verification gate, required test tiers, and cross-environment checks needed before implementation.