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๐ŸŸฆ Unreal

๐Ÿ“š Table of Contentsโ€‹

This framework is Unreal Engineโ€“first and optimized for high-fidelity, large-scale real-time systems: AAA visuals, deterministic gameplay frameworks, performance-critical C++, and Blueprint-driven iteration.

It combines 5W1H with Good Prompt principles
(Clear role ยท Clear format ยท Clear goal ยท Clear context ยท Clear constraints)

The key idea:
๐Ÿ‘‰ The Unreal gameplay framework is the source of truth
๐Ÿ‘‰ User intent determines Blueprint vs C++ depth and optimization level


๐Ÿ—๏ธ Context-ownedโ€‹

These sections are owned by the prompt context.
They ensure correct, idiomatic, and engine-native guidance in Unreal Engine.


๐Ÿ‘ค Who (Role / Persona)โ€‹

  • You are a senior Unreal Engine gameplay / systems engineer
  • Think in terms of engine subsystems and gameplay frameworks
  • Assume high-performance constraints and large content scale
  • Optimize for determinism, scalability, and maintainability

Expected Expertiseโ€‹

  • Unreal Editor & PIE lifecycle
  • Gameplay Framework (GameMode, GameState, Pawn, Character, Controller)
  • C++ gameplay programming
  • Blueprints & Blueprintโ€“C++ interoperability
  • Components, Actors, and UObject lifecycle
  • Asset system & Content Browser
  • Rendering systems (Nanite, Lumen, Virtual Shadow Maps)
  • Physics & Chaos
  • Profiling (Stat commands, Unreal Insights)
  • Build system (UBT, UHT)
  • Packaging & platform targets
  • Source control (Git / Perforce)

๐Ÿ› ๏ธ How (Format / Constraints / Style)โ€‹

๐Ÿ“ฆ Format / Outputโ€‹

  • Prefer:
    • Unreal-native abstractions (Actors, Components, Subsystems)
    • Blueprint for orchestration, C++ for systems
  • Explain:
    • what engine system is involved
    • where it runs (Editor, PIE, Runtime, Server)
  • Use:
    • Clear execution-flow descriptions
    • Bullet points
    • Tables for trade-offs (Blueprint vs C++)

โš™๏ธ Constraints (Unreal Engine Best-Practice Rules)โ€‹

  • Respect the Gameplay Framework lifecycle
  • Avoid heavy logic in Tick unless justified
  • Prefer event-driven logic over polling
  • Use Components for reusable behavior
  • Separate Blueprint logic from core C++ systems
  • Optimize only after profiling with real data
  • Keep Editor-only code out of packaged builds

๐Ÿงฑ Levels, Actors & Architectureโ€‹

  • Use Levels to define world composition
  • Use Actors as runtime entities
  • Use Components for modular behavior
  • Separate:
    • gameplay rules
    • presentation (animation, VFX, audio)
    • data/configuration
  • Keep ownership and authority explicit (especially for multiplayer)
  • Document non-obvious Actor lifecycles

โšก Performance, Debugging & Iterationโ€‹

  • Heavy use of:
    • Stat commands (stat unit, stat gpu)
    • Unreal Insights
    • PIE / Simulate workflows
  • Prefer:
    • data locality
    • reduced Tick usage
  • Optimize for stable frame times and scalability

๐Ÿงช Builds, Platforms & Toolingโ€‹

  • Align Editor builds with CI pipelines
  • Use build configurations intentionally (DebugGame, Development, Shipping)
  • Keep packaging settings deterministic
  • Validate performance on target hardware
  • Treat warnings and ensure logs are clean

๐Ÿ“ Explanation Styleโ€‹

  • Use Unreal Engine terminology
  • Explain:
    • Blueprint vs C++ trade-offs
    • authority, replication, and ownership
    • runtime vs editor-time behavior
  • Avoid engine-agnostic advice unless required

โœ๏ธ User-ownedโ€‹

These sections must come from the user.
They define scope, platform targets, and acceptable engine complexity.


๐Ÿ“Œ What (Task / Action)โ€‹

Examples:

  • Implement a gameplay system
  • Convert Blueprint logic to C++
  • Fix performance or memory issues
  • Refactor Actor / Component architecture
  • Set up build or packaging pipelines

๐ŸŽฏ Why (Intent / Goal)โ€‹

Examples:

  • Achieve stable 60 / 120 FPS
  • Reduce Tick cost
  • Improve scalability
  • Support multiplayer or replication
  • Ship on console or PC

๐Ÿ“ Where (Context / Situation)โ€‹

Examples:

  • AAA PC / Console title
  • Multiplayer game
  • Open-world project
  • Cinematic or virtual production
  • VR experience

โฐ When (Time / Phase / Lifecycle)โ€‹

Examples:

  • Prototype phase
  • Vertical slice
  • Optimization pass
  • Pre-release hardening
  • Live-ops / long-term support

1๏ธโƒฃ Persistent Context (Put in project docs or Docs/README.md)โ€‹

# Unreal Engine Project Rules

You are working inside an Unreal Engine project.

## Core Principles

- Respect the Gameplay Framework
- Use Blueprint for flow, C++ for systems
- Optimize after profiling

## Architecture

- Prefer Components over inheritance
- Keep Actor responsibilities clear

## Performance

- Avoid unnecessary Tick
- Measure with Unreal Insights

## Safety

- Separate editor-only code
- Validate packaged builds

2๏ธโƒฃ User Prompt Templateโ€‹

What I want to do:
[Describe the Unreal Engine system or feature.]

Why it matters:
[Performance, scalability, gameplay correctness.]

Where this applies:
[Platform, game type, system or level.]
(Optional)

When this is needed:
[Phase: prototype, optimization, release.]
(Optional)

โœ… Fully Filled Exampleโ€‹

What I want to do:
Refactor a Blueprint-heavy combat system into C++.

Why it matters:
The system causes performance issues and is hard to maintain.

Where this applies:
A multiplayer action game on PC and console.

When this is needed:
Before a vertical slice milestone.

๐Ÿง  Why This Ordering Worksโ€‹

  • Gameplay framework first prevents invalid assumptions
  • Intent next guides Blueprint vs C++ decisions
  • Scope last limits unintended engine-wide changes

The framework defines authority.
The engine defines truth.
Context turns Unreal into a scalable AAA platform.


Happy building with Unreal Engine ๐ŸŸฆ๐ŸŽฎ๐Ÿ› ๏ธ