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.
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?"
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.