UE5.7 Gamepiece Designer
v0.1.0Designs UE5.7 multiplayer-friendly game pieces (Blueprint node chains, data schemas, asset naming, and test checklists). Text-only, no scripts.
Security Scan
OpenClaw
Benign
high confidencePurpose & Capability
Name/description match the provided artifacts: SKILL.md plus blueprint, checklist, and schema templates directly support designing UE5.7 game pieces. There are no unrelated binaries, env vars, or services requested.
Instruction Scope
Runtime instructions are strictly content-generation oriented and include explicit non-negotiable rules (no terminal commands, no downloads/scripts, no file writes). The templates only reference in-project UE naming/folders and testing practices; they do not instruct the agent to read or transmit external system state or secrets.
Install Mechanism
No install spec and no code files — the skill is instruction-only, which minimizes disk/write/execution risk.
Credentials
The skill requests no environment variables, credentials, or config paths. The templates and SKILL.md do not reference any external keys or unrelated services.
Persistence & Privilege
always:false and no install or config changes are requested. The skill allows model invocation (default), but that is normal and not combined with other concerning privileges or credential access.
Assessment
This skill appears coherent and low-risk: it's text-only and declares rules forbidding command execution and file writes. Before installing or using it, you may want to: (1) review the generated design text before pasting into your project (to ensure naming/replication choices match your project's architecture), (2) if you have strict policies about autonomous skills, consider disabling autonomous invocation for the agent platform (the skill can be invoked by the model by default), and (3) remember that 'benign' means coherent, not guaranteed correct — validate the blueprint/replication advice in a safe test environment before deploying to production.Like a lobster shell, security has layers — review code before you run it.
blueprintgamedesignlatestmultiplayerue5unreal
UE5.7 Gamepiece Designer (Text-Only)
What this skill does
When the user asks for a UE system or “game piece”, produce a structured design that is ready to implement in Unreal Engine 5.7:
- Blueprint node chain recipes (ordered steps, node names, variables, events)
- DataTable / DataAsset schemas (field list + example rows)
- Asset / folder plan (paths + naming)
- Multiplayer sanity: server/client responsibility, replication notes
- Test checklist (PIE, dedicated server, latency, edge cases)
Non-negotiable rules (Safety)
- Do NOT run terminal commands.
- Do NOT instruct the user to download or run scripts.
- Do NOT modify files. Output text only.
- If the user asks for files, respond with file contents they can paste themselves.
Output format (always)
- Goal
- Inputs (what variables/configs it needs)
- Outputs (what it produces)
- Assumptions
- Implementation
- Blueprint Recipe (step-by-step)
- Replication Notes (Server vs Client, replicated vars, RPCs)
- Assets / Naming / Folders
- Test Checklist
UE naming + folders (default)
- Root:
/Game/Systems/<SystemName>/ - Blueprints:
BP_<Thing> - Components:
BPComp_<Thing> - Interfaces:
BPI_<Thing> - DataTables:
DT_<Thing> - DataAssets:
DA_<Thing> - Structs/Enums:
ST_<Thing>/E_<Thing>
Multiplayer defaults (unless user says otherwise)
- Authoritative actions happen on the Server
- Client sends intent (RPC) when needed
- Replicate only what’s necessary for 40v40+ scale
- Prefer Events/Interfaces over tick-heavy logic
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