What problem does it solve? Building reusable Unreal Engine features requires correctly wiring .uplugin descriptors, module types, loading phases, and C++ module registration, and mistakes cause plugins that fail to load, content that won't mount, or packaging errors. ## Core Features & Use Cases - Plugin Descriptor Authoring: Write correct .uplugin JSON covering FileVersion, Modules, Plugins dependencies, CanContainContent, and EnabledByDefault, grounded in FPluginDescriptor. - Module Configuration: Choose the right EHostType (Runtime, Editor, UncookedOnly, ServerOnly) and ELoadingPhase for each module, and wire IMPLEMENT_MODULE with StartupModule/ShutdownModule. - Runtime Plugin Queries: Use IPluginManager and IPlugin to find, enable, and mount plugins, including explicit-load plugins via MountExplicitlyLoadedPlugin. - Use Case: You want to ship an editor tool as a reusable plugin. This Skill guides you to create a Runtime module plus an Editor module, declare the dependency on EnhancedInput, set CanContainContent for bundled assets, and package it for distribution. ## Quick Start Create a new Unreal Engine plugin called MyFeature with a runtime module, an editor module, and content support, then enable it in my project.