What problem does it solve? Unreal Engine 5 code often compiles cleanly yet fails later through garbage-collected dangling pointers, broken replication contracts, editor-only module dependencies, and per-frame budget blowouts. This Skill encodes the verified UE 5.8 rules for reflection, ownership, networking, ticking, and packaging so those defects are caught at write or review time instead of in a crash report. ## Core Features & Use Cases - Reflection and ownership rules: Enforces UPROPERTY/TObjectPtr discipline, GENERATED_BODY placement, class prefixes, and GC lifetime rules so headers survive review and runtime collection. - Multiplayer correctness: Covers the full replication contract (GetLifetimeReplicatedProps, bReplicates, RPC direction, WithValidation, RepNotify semantics) and Gameplay Ability System boundaries. - Structured workflows: Provides implement, review, debug-a-crash, optimize-a-frame, and ship-a-build checklists with explicit gates, plus ten topic references covering Enhanced Input, Lumen/Nanite, Niagara, UMG, Chaos physics, modules, and automation tests. - Use Case: A reviewer receives a pickup actor that crashes seconds after spawn and a health component that never replicates; the Skill walks the headers for unreflected pointers and the network boundary for missing DOREPLIFETIME registration, reporting findings with path, line, trigger, and fix. ## Quick Start Ask the agent to review your Unreal Engine C++ header and component files for reflection, ownership, and replication defects using the unreal skill.