Skill Library Shared · Versioned · Always Improving

The Library.

Every playbook in the shared library, on one page. Skills encode how Lasting Light does something; skill + MCP means it drives the live Unreal editor; moves are project-aware workflows for planning and coordination. Filter by your department or just search.

Dept
Type
unreal-cppskill

Write C++ the Lasting Light way

Our house conventions on top of Unreal's: UPROPERTY/UFUNCTION rules, UObject lifetime and GC, module boundaries, tick-avoidance, async loading. Doubles as an instant code reviewer for any diff.

you › Review this branch against unreal-cpp before I open the PR.
Engineering
build-and-cookskill

Compile, cook, package — and fix what breaks

Our exact UBT/RunUAT invocations. Claude runs the build, parses errors itself, fixes the cause, and rebuilds until green. Also answers "is the nightly green?" and "which build has my fix?"

you › Build the editor target and fix any compile errors from my merge.
EveryoneEngineeringQAProduction
verify-in-editorskill + mcp

Prove the change in the running game

The studio's definition of done. Claude launches PIE through the Unreal MCP, queries actor state, watches the log, and screenshots the scene — proof, not promises. Other skills end by invoking this one.

you › …then verify it in the editor and show me the log.
EveryoneEngineeringDesignArtQA
log-and-crash-triageskill

From callstack to suspect in minutes

Paste any crash, ensure, or log excerpt. Claude symbolicates it, names the failing system, checks our known-issues table, and proposes the fix — or tells you it's a dupe and of what.

you › QA hit this crash last night [paste]. Known issue or new?
EveryoneEngineeringQA
automation-testsskill

Run and grow the test suite

Runs Unreal's Automation framework headless with our filters, reads results back in plain English, and writes new functional tests — including a regression test for every bug you catch by hand.

you › Run the ability suite and summarize: failed, flaky, new since Friday.
EngineeringQA
blueprint-reviewskill + mcp

Read, review, and refactor Blueprints

Blueprints are binary — invisible to normal tooling. Through the MCP, Claude reads graphs node-by-node, reviews logic against our checklist, and enforces the BP-vs-C++ boundary rules.

you › Why does BP_EnemySpawner hitch on wave start?
EngineeringDesign
source-controlskill

Clean changelists, binary locks, no heartache

Our branching and changelist workflow: descriptions that pass review, exclusive checkout on binary assets, and untangling "who has this locked?" without a channel-wide ping.

you › Split my checkout into one changelist per zone, with descriptions.
EveryoneEngineeringArt
editor-opsskill + mcp

Drive the editor by sentence

Spawn, move, and arrange actors; edit properties in bulk; apply import presets; rename with references intact; query the scene. Blockouts and mass tweaks become a paragraph of intent.

you › Add waist-high cover so no sightline runs longer than 15m.
DesignArt
balance-dataskill

Tune the numbers across data tables

Reads and edits our data tables and curve assets safely. Models the downstream effect of a tuning change first, then applies it across every affected row instead of you hand-editing forty cells.

you › Raise tier-3 armor 15% — what happens to TTK per weapon?
Design
asset-lintskill

The content folder's immune system

Audits any folder against studio rules: naming prefixes, texture size and compression, missing LODs, broken references, misplaced assets. Reports first, fixes the mechanical stuff on your go.

you › Lint /Game/Environments/Chapter2 — auto-fix naming, flag budgets.
ArtDesign
perf-profilingskill

Know your budget before review does

Captures and reads Unreal Insights traces, csvprofiler runs, and stat output against our per-platform frame budgets — and names the specific assets or systems that are over.

you › Profile the market scene — am I in budget on base console?
EngineeringArt
replicationskill

Multiplayer patterns that don't desync

Our netcode conventions: RPC rules, replication conditions, net relevancy, and the common desync causes with their fixes. Reach for it whenever the task touches networking.

you › The dash ability rubber-bands on clients — diagnose against replication.
Engineering
release-checklistskill

Nothing ships with a step skipped

The full pre-release gauntlet — packaging settings, platform requirements, cert checks, smoke passes — walked item by item with evidence gathered per item. Ship days get boringly predictable.

you › Run the release checklist against RC3 — table of item, status, evidence.
QAProduction
spec-to-planmove

Feature specs into task breakdowns

Hand Claude a design doc; get back tickets by department with dependencies, relative sizes, and every question the spec leaves unanswered — plus flags where the spec collides with how systems are actually built.

you › Break the crafting spec into tickets by department with dependencies.
EveryoneProduction
meeting-to-actionmove

Meetings into decisions and owners

Transcript or messy notes in — decisions made, action items with owners, and open threads out, formatted for wherever we track work. Ask for the diff against last week's notes for your follow-up list.

you › Milestone review transcript: decisions, owners, contradictions vs last week.
EveryoneProduction
risk-radarmove

Find the fire before it's a fire

Cross-reads the bug database, build failures, and ticket churn to answer what a producer actually needs: which system is quietly generating rework, and where plan and reality are diverging.

you › Last three weeks of tickets and builds — what's trending unhealthy?
Production
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