Unreal Engine Angelscript
Author Hazelight AngelScript (.as) gameplay code for Unreal Engine 5.x projects using the Hazelight UnrealEngine-Angelscript fork. AngelScript looks like UE C++ but differs in load-bearing ways — no `#include`, no `GENERATED_BODY`, `default` keyword for sub-object config, `float` is 64-bit, RPCs are reliable by default, no `GetLifetimeReplicatedProps`, no `UInterface` support. This skill mandates…
Ue Angelscript Tests
Author Unreal Engine AngelScript tests using the Hazelight FUnitTest / FIntegrationTest framework. Use when adding regression coverage for `.as` gameplay code, scaffolding a new Test_* function, deciding between a unit test and an integration test (which requires a /Content/Testing/*.umap) — or deciding whether a test even belongs in AngelScript at all vs C++ automation tests / specs / functional…
Unreal Engine
Author and modify Unreal Engine C++/Blueprint code for UE 5.x projects without hallucinating API surface. Mandates a discovery-then-search workflow — parse the *.uproject and *.Build.cs, grep both project Source/ and engine headers, and WebFetch dev.epicgames.com before stating any signature. Use when adding a UCLASS/USTRUCT/UFUNCTION, wiring replication, modifying a Build.cs, touching GAS/Lyra/E…
Read Ue Logs
Read and filter Unreal Engine log output from disk for any UE project. Auto-detects the project from the nearest *.uproject, merges entries across all concurrently-active log files (editor session, standalone clients), and surfaces only recently-active sessions by default. Use when diagnosing a silent failure after a repro, checking startup warnings, inspecting what UE printed for a recent gamepl…