Hire an AI Unreal gameplay systems engineer
Plan an Unreal Engine 5 gameplay feature in C++ and Blueprint. Get the code split, build setup and checks to run before you ship.
What you give
- Whether your project uses C++, Blueprint or both
- Your .Build.cs file and the headers of related classes (optional)
- Your target hardware and frame rate (optional)
What you get
- A plan that says which parts go in C++ and which stay in Blueprint, with the reason for each
- Code sketches for the main classes, marked as drafts you have not compiled
- A list of memory and speed risks for your engine version
- A numbered list of checks to run in the editor, each with what a pass looks like
An example
You are adding an ability, health or stamina system and need to know what goes in C++ and what stays in Blueprint.
You ask: “Plan an Unreal Engine 5 gameplay feature in C++ and Blueprint. Use the material I attach and ask for anything essential that is missing.”
You get back:
- Brief and assumptions. Your feature, engine version and setup as understood, with each assumption and each MISSING item listed.
- C++ and Blueprint split. Each part of the system marked C++ or Blueprint, with the reason.
- Build setup. Modules to add to Build.cs, files to change and the step to regenerate project files.
An example, not your task.
Hire this specialist
It is free and needs no account. Download the pack, give it to your AI and tell it the job. Your AI asks for anything it is missing, then does the work and checks it.
Related specialists
Details
Everything it can hand back
Your task sets the actual outputs. The specialist picks the methods that cover them.
- A plan that says which parts go in C++ and which stay in Blueprint, with the reason for each
- The engine modules to add and the classes to create, such as an attribute set and abilities
- Code sketches for the main classes, marked as drafts you have not compiled
- A list of memory and speed risks for your engine version
- A numbered list of checks to run in the editor, each with what a pass looks like
- Open questions for anything it could not know
How it does the job well
- Never say code compiles or runs. You cannot run Unreal.
- Engine limits and API names change by version. Mark any that depend on version as 'check your version'.
- Give drafts and proposals. Get the user's go-ahead before anything that sends, publishes, spends money or changes a live system.
- Keep sample numbers and templates labelled as examples. Never state an invented figure as a result.
- Start from the user's task and the content, then the layout. Decoration comes last.
- Design every state: empty, loading, error, long text and mobile.
- Keep one visual system. Reuse spacing, type and colour tokens instead of one-off values.
Mistakes it avoids
- Designing only the happy path at desktop width.
- Copying a reference's logo, text or claims instead of learning from its structure.
- Handing over a picture without the sizes, tokens and behaviour a developer needs.
What a good result looks like
An example, not your task: You are adding an ability, health or stamina system and need to know what goes in C++ and what stays in Blueprint.
- Brief and assumptions. Your feature, engine version and setup as understood, with each assumption and each MISSING item listed.
- C++ and Blueprint split. Each part of the system marked C++ or Blueprint, with the reason.
- Build setup. Modules to add to Build.cs, files to change and the step to regenerate project files.
- System design. Classes and assets to create, what each does and whether an engineer or a designer edits it.
- Code sketches. Short draft code for the main classes, clearly marked as not compiled.
- Risks. Memory and speed risks for your engine version, with how to check each one.
How the work is checked
- Every screen has its states, breakpoints and interactions written down.
- Colour pairs and type sizes pass the stated contrast checks.
- The handoff names components, tokens and open questions.
- States which checks passed, failed or could not run, and names missing inputs.
These checks have not been run against a model yet. Your AI uses them to check its own work.
A second opinion
Before it hands back, your AI reviews the draft the way Dieter Rams and Steve Wozniak would. This is a way of reviewing the work. It does not mean they wrote or endorse it.
Capabilities
- Collect the brief. It confirms the feature, engine version, C++ or Blueprint setup and single or multiplayer. It asks once for anything missing, then marks it MISSING.
- Split C++ and Blueprint. Per-frame logic, special data types and engine extensions go in C++. Game flow, interface logic and prototypes can stay in Blueprint.
- Plan the build setup. It lists the modules for the Build.cs file, the step to regenerate project files and the classes to add.
- Design the system. It plans attribute sets, abilities and tags for the Gameplay Ability System, replicated through the ability system component. It adds a Blueprint layer for designers.
- Check memory and speed. It checks object pointers, validity checks, tick rates, and Nanite and Lumen limits against your engine version.
- List the checks. It gives numbered checks to run in the editor and lists what is still unknown.
How the role works
- Checks your task, context and available tools.
- Picks the methods needed and prepares a work plan.
- Carries out supported tasks, with each method's limits and review gates.
- Checks the real deliverables and corrects supported faults.
- Hands back files, evidence and unresolved gaps.
Your specialist's working setup
Download the base specialist without a task form or account. README.md and SETUP.md explain how to use the folder. SOUL.md defines its scope. INTAKE.md asks missing questions inside your AI. PLAYBOOK.md, SKILLS.md, BEST_PRACTICES.md, CHECKS.md and HANDOFF.md guide the work and its checked deliverables.
Complete associated skills, supporting files and licences are included. Choose only the methods needed for the actual task. Keep context, working files and accepted feedback in your AI project.
Use this specialist through MCP or the API
Call prepare_specialist with role_id unreal-systems-engineer only. No task is required to load it. Your AI asks what job you need done, what you want back and which relevant context it can use.
For task-led hiring, call find_specialist, explain the suggested specialists and let the user accept or change the team.
Complete ZIP: Download base specialist. API: GET /api/v1/specialists/unreal-systems-engineer/pack. The host AI supplies its own model, tools and execution; a pack does not connect accounts or run a task.
Inputs and helpful context
The specialist starts from the task brief. Only active methods require their inputs.
For the primary method, when used
- The gameplay feature you want, such as a sprint ability or a health system, in a few sentences
- Your Unreal Engine version, such as 5.4 (in the editor, open Help, then About Unreal Editor)
- Whether the game is single player or multiplayer
- Whether your project uses C++, Blueprint or both
- Your .Build.cs file and the headers of related classes (optional)
- Your target hardware and frame rate (optional)
Helpful context (optional)
- An Unreal Insights capture of the slow scene.
- The Output Log lines from a failed compile.
Tools and access
- Claude, ChatGPT or Gemini with file upload: The profile is long. These tools take it in one paste or as an attached file.
- Claude Code: It can read your project folder and headers, so the plan fits your real classes.
Functions and deliverables
- Unreal gameplay systems engineer: Plan an Unreal Engine 5 gameplay feature in C++ and Blueprint. Get the code split, build setup and checks to run before you ship.
- A plan that says which parts go in C++ and which stay in Blueprint, with the reason for each
- The engine modules to add and the classes to create, such as an attribute set and abilities
- Code sketches for the main classes, marked as drafts you have not compiled
- A list of memory and speed risks for your engine version
- A numbered list of checks to run in the editor, each with what a pass looks like
- Open questions for anything it could not know
- Feature cutting planner: Plan which features to cut. Give it your feature list and the main job users want done. You get keep, cut or merge calls with reasons.
- A keep, cut or merge decision for every part, with a reason
- The order the remaining parts should take
- A consistency check on size, colour and wording
- A dated plan, with the order to make the changes
- Product build blueprint writer: Share a product idea and constraints. Get a researched build plan with chosen tools, ordered stages, acceptance checks and open questions.
- A single markdown blueprint
- A researched tech stack with versions
- Personas, flows and edge cases
- Epics and stories with acceptance criteria
- A build protocol for AI agents
- HR project plan builder: Plan an HR project, such as a new HR system or policy rollout, with a charter, milestone timeline, risk list and weekly status report.
- A one-page project charter
- A milestone timeline with owners
- A who-does-what chart and a communication plan
- A risk list with a fix and an owner for each
- A rule for handling scope changes
- Templates for the weekly status report and lessons learned
- Brand profile builder: Share your website. Get a reusable profile covering your products, customers, voice and approved claims, with sources.
- A folder of eight plain files, from a start file for your AI to a claims list and a change log
- A tag on every fact, and every claim marked approved, pending or banned
- A two-sentence diagnosis of your biggest gap, and a list of what's missing and who can answer it
- A short slice for your next step, if you name one
- Dieter Rams: Simplify a product, page or form using Dieter Rams’s recorded principles. Keep what serves the purpose and check that the design is honest.
- Your problem worked on the way Dieter Rams would: their questions, their method, their push-back
- The answer or the work, in Dieter Rams's voice, using their ideas by name
- Anything that goes beyond their public record, marked
- One suggested next step
- Steve Wozniak: Review a design using Steve Wozniak’s recorded approach. Understand each part, simplify with care and tell users plainly what the product can do.
- Your problem worked on the way Steve Wozniak would: their questions, their method, their push-back
- The answer or the work, in Steve Wozniak's voice, using their ideas by name
- Anything that goes beyond their public record, marked
- One suggested next step
Tasks you can use it for
- You are adding an ability, health or stamina system and need to know what goes in C++ and what stays in Blueprint.
- Your frame rate drops and you suspect Blueprint Tick logic or too many Nanite instances.
- A teammate says 'set up GAS' and you want the module and class list first.
- Designers need to tune your system in Blueprint without touching C++.
Limits to check before starting
- You need server design for a multiplayer game, such as prediction and dedicated servers: use the Unreal multiplayer designer.
- You need materials, particle effects or art pipeline help: use the Unreal technical artist.
- You need level layout or open-world streaming: use the Unreal world designer.
- Your game is built in Unity: use the Unity software architect.
Best way to use this role
Give it one clear outcome, the actual files and a definition of done. Keep the work in one AI project so it can reuse checked context and earlier files.
- Download the pack and add it as a skill in Claude. Or paste SKILL.md into a new chat, then paste references/source-agent.md after it.
- Write your brief: the feature, your engine version, C++ or Blueprint, and single or multiplayer. Paste your .Build.cs and any class headers you have.
- Say 'Plan this feature. Do not assume anything I did not tell you.' Your AI asks once for what is missing, then marks the rest MISSING.
- Read the assumptions and the C++ and Blueprint split first. Fix any that are wrong before you read the code.
- Copy the sketches into your project and compile. The AI cannot run Unreal, so every check in the list is yours to run in the editor.
- Bring back compile errors or an Unreal Insights capture and ask it to adjust the plan.
Read it as data
Read the complete role setup as JSON. Connect your AI to the AI Blocks MCP library and read aiblocks://roles/unreal-systems-engineer for its role instructions and pinned sources.
This is a prepared AI role. No task has run. Your AI carries out authorized work using its available tools and reports the actual deliverables and checks.