What problem does it solve? Designing a new Unreal Engine gameplay feature without a clear architecture leads to misplaced state, broken replication, and costly refactors. This Skill turns an ambiguous feature idea into a concrete Unreal-native design before any code or asset work begins. ## Core Features & Use Cases - Architecture Decision Guidance: Chooses among Actor, Component, UObject, Subsystem, Game Framework classes, and data assets using decision matrices grounded in UE 5.8 engine source. - Structured Design Maps: Produces responsibility/lifetime maps, object/component trees, communication and replication flows, data models, and explicit C++/Blueprint boundaries. - Ordered Implementation Plans: Sequences work as vertical slices with verification checkpoints, risks, and open decisions. - Use Case: When asked to add a multiplayer inventory system, the Skill maps authoritative state to PlayerState components, defines Server RPC validation flows, separates Data Asset definitions from runtime state, and outputs a phased task list for an implementation agent. ## Quick Start Ask the agent to design the architecture for a new gameplay feature, such as "plan a multiplayer stamina system for my UE 5.8 project," and it will produce the full design maps and implementation plan.