Setup & Installation
Or with the ClawHub CLI, for registry-managed skill folders outside a full OpenClaw workspace:
What This Skill Does
Produces structured Unreal Engine 5.7 game piece designs as text output: Blueprint node chain recipes, DataTable/DataAsset schemas, asset naming plans, replication notes, and test checklists. Designed for multiplayer-aware systems at scale. No scripts or file modifications, only pasteable content.
Enforces UE5.7 multiplayer conventions and naming standards in one pass, reducing back-and-forth between design and implementation.
When to use it
- Designing a weapon pickup system with server-authoritative logic
- Generating a DataTable schema for enemy stat configurations
- Planning folder structure and asset naming for a new gameplay subsystem
- Getting replication notes for a 40v40 inventory component
- Creating a PIE and dedicated server test checklist for a new Blueprint system
Example Workflow
Here's how your AI assistant might use this skill in practice.
User asks: Design a respawn system game piece for a 40v40 shooter
- 1Defines the goal, inputs, outputs, and assumptions for the respawn system
- 2Lists Blueprint node chain steps for server-side respawn logic with RPC calls
- 3Specifies replicated variables and server/client responsibilities
- 4Provides asset paths and naming under /Game/Systems/Respawn/
- 5Outputs a test checklist covering PIE, dedicated server, latency, and edge cases
A structured text design document the user can paste directly into their UE5.7 project implementation