What problem does it solve? Unreal Engine 5 projects fail when teams misuse the Blueprint/C++ boundary, ignore GAS for ability-heavy games, or write tick-heavy Blueprints that destroy performance. This Skill provides senior-level UE5 engineering guidance grounded in patterns from shipped titles like Fortnite, Returnal, and Hellblade, helping you make correct architecture decisions before anti-patterns calcify. ## Core Features & Use Cases - Blueprint/C++ Boundary Architecture: Get concrete guidance on what belongs in C++ (systems, replication, tick-heavy logic) versus Blueprint (content, iteration, visual polish), with compilable code examples using UPROPERTY, UFUNCTION, and TObjectPtr. - Gameplay Ability System (GAS): Implement GameplayAbilities, GameplayEffects, AttributeSets, and Gameplay Tags following Epic's conventions, with honest advice on when GAS is overkill. - Rendering, UI, and Networking: Covers Nanite, Lumen, CommonUI, Enhanced Input, World Partition, Niagara VFX, materials, Behavior Trees/EQS, and server-authoritative replication with RPC validation. - Use Case: You are building a networked action RPG in UE 5.7 and need to set up an AttributeSet with replicated health, design the ability activation flow, and decide whether your puzzle side-mechanic needs GAS or a simpler custom system. ## Quick Start Ask the Unreal specialist how to structure the C++ base class and Blueprint subclass for a replicated weapon system in your UE5 project.