orion-framework-architecture

Route Unreal Engine development changes to the correct framework layer, module, and asset location.

16|3|Updated Jun 13, 2026
One-click install
npx skills add https://github.com/OrionUE/Orion_FreeEdition --skill orion-framework-architecture
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: orion-framework-architecture
Source: https://github.com/OrionUE/Orion_FreeEdition/tree/main/.agents/skills/orion-framework-architecture
Command: npx skills add https://github.com/OrionUE/Orion_FreeEdition --skill orion-framework-architecture

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve?

This Skill helps Unreal Engine developers avoid placing code, assets, plugins, and configuration in the wrong project layer by providing architectural routing guidance before implementation.

Core Features & Use Cases

  • Framework Layer Selection: Determines whether new functionality belongs in core runtime modules, game modules, editor modules, Blueprint bridge layers, or GameFeature plugins.
  • Dependency and Project Structure Guidance: Guides decisions around Build.cs dependencies, Target variants, plugin ownership, asset locations, and validation workflows.
  • Use Case: When adding a new gameplay system, UI feature, configuration change, or plugin integration, use this Skill to identify the correct Unreal Engine location and required validation path before writing code.

Quick Start

Use the orion-framework-architecture skill to determine where a new Unreal Engine gameplay feature should be implemented and which modules or plugins it should depend on.

Frequently Asked Questions about orion-framework-architecture

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

FAQPage Schema
How do I decide which Unreal Engine module or plugin should own a new gameplay system?

Routing Unreal Engine development changes requires evaluating dependency boundaries, Build.cs configurations, and module ownership. You must identify whether new functionality belongs in core runtime, game, editor, or GameFeature plugin layers before writing code.

What's the best way to structure Build.cs dependencies when adding a new Unreal Engine plugin?

Structuring Build.cs dependencies requires identifying module ownership and dependency boundaries before implementation. Route the plugin to the correct framework layer and validate Target selection to ensure proper build configuration and dependency chains.

When should I use GameFeature plugins instead of core runtime modules in Unreal Engine?

Use GameFeature plugins over core runtime modules when functionality requires modular activation. Framework layer selection depends on identifying module ownership, dependency boundaries, and validation entrypoints before routing changes to the correct Unreal Engine architecture layer.

Does this Unreal Engine architecture routing approach work for editor extensions and UI systems?

Yes, Unreal Engine architecture routing applies to editor extensions and UI systems by directing them to editor modules or Blueprint bridge layers. It identifies the correct asset location and validation entrypoints required before implementation.

Why does my Unreal Engine build fail when adding cross-module dependencies in Build.cs?

Unreal Engine builds fail when Build.cs dependencies violate module ownership or create circular references. Framework routing requires identifying correct dependency boundaries and Target variants to validate architectural compliance before implementation.

Can I use framework routing to determine asset locations for Unreal Engine configuration changes?

Yes, framework routing determines asset locations for Unreal Engine configuration changes by applying asset routing rules. It identifies module ownership and validation entrypoints to ensure configuration updates are placed in the correct framework layer.