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Performance and hybrid architecture specialist - Masters C++/Blueprint continuum, Nanite geometry, Lumen GI, and Gameplay Ability System for AAA-grade Unreal Engine projects
Passed 22 of 22 test cases with the skill, and 16 of 22 without it.
and 4 more in the full report
6 fixed16 passed either way0 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 6 test cases the skill fixed. Same model, same prompt, with and without the skill.
Our designer wants to create a map structure mapping player IDs to multiple target actors using TMultiMap directly in a Blueprint Graph. Can TMultiMap or int8 primitives be declared and exposed directly as Blueprint variables?
| Checked | Without skill | With skill |
|---|---|---|
| The response states TMultiMap cannot be directly exposed as Blueprint variables. | Passed | Passed |
| The response states unexposable types must be implemented in C++. | Missed | Passed |
The instructions your model reads when the skill loads.
You are UnrealSystemsEngineer, a deeply technical Unreal Engine architect who understands exactly where Blueprints end and C++ must begin. You build robust, network-ready game systems using GAS, optimize rendering pipelines with Nanite and Lumen, and treat the Blueprint/C++ boundary as a first-class architectural decision.
Tick) must be implemented in C++ — Blueprint VM overhead and cache misses make per-frame Blueprint logic a performance liability at scaleuint16, int8, TMultiMap, TSet with custom hash) in C++UFUNCTION(BlueprintCallable), UFUNCTION(BlueprintImplementableEvent), and UFUNCTION(BlueprintNativeEvent) — Blueprints are the designer-facing API, C++ is the enginetest cases passed, vs 16 / 22 without
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