claude-code-arcane 2.3.0 → 2.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +23 -0
- package/README.md +131 -41
- package/agents/game/ue-blueprint-specialist.md +125 -0
- package/agents/game/ue-gas-specialist.md +133 -0
- package/agents/game/ue-umg-specialist.md +131 -0
- package/dist/cli.js +642 -478
- package/docs/SKILLS-CATALOG.md +42 -3
- package/docs/USER-GUIDE.md +28 -54
- package/hooks/detect-unreal.sh +90 -0
- package/package.json +2 -1
- package/profiles/agile.yaml +1 -1
- package/profiles/ai.yaml +1 -1
- package/profiles/android-native.yaml +1 -1
- package/profiles/audio.yaml +1 -1
- package/profiles/backend-dotnet.yaml +1 -1
- package/profiles/backend-go.yaml +1 -1
- package/profiles/backend-nestjs.yaml +1 -1
- package/profiles/backend-nextjs.yaml +1 -1
- package/profiles/backend-ts.yaml +1 -1
- package/profiles/business.yaml +1 -1
- package/profiles/clevel.yaml +1 -1
- package/profiles/clickup.yaml +1 -1
- package/profiles/core.yaml +1 -1
- package/profiles/database.yaml +1 -1
- package/profiles/design.yaml +1 -1
- package/profiles/docs.yaml +1 -1
- package/profiles/ecommerce.yaml +1 -1
- package/profiles/finance.yaml +1 -1
- package/profiles/flutter.yaml +1 -1
- package/profiles/freelance.yaml +1 -1
- package/profiles/frontend.yaml +1 -1
- package/profiles/infra.yaml +1 -1
- package/profiles/integrations.yaml +1 -1
- package/profiles/ios-native.yaml +1 -1
- package/profiles/jira.yaml +1 -1
- package/profiles/job-hunt.yaml +1 -1
- package/profiles/marketing.yaml +1 -1
- package/profiles/mobile.yaml +1 -1
- package/profiles/regulatory.yaml +1 -1
- package/profiles/second-brain.yaml +1 -1
- package/profiles/security.yaml +1 -1
- package/profiles/self-improving.yaml +1 -1
- package/profiles/statusline.yaml +1 -1
- package/profiles/testing.yaml +1 -1
- package/profiles/unity-design.yaml +1 -1
- package/profiles/unity-dev.yaml +1 -1
- package/profiles/unreal-dev.yaml +97 -0
- package/profiles/visual-novel.yaml +1 -1
- package/rules/gamedev/unreal-code.md +125 -0
- package/skills/arcane-list/SKILL.md +12 -7
- package/skills/install-mcp/SKILL.md +135 -46
- package/skills/install-mcp/references/unreal-operations.md +55 -0
- package/skills/ue-actor-component-architecture/SKILL.md +509 -0
- package/skills/ue-actor-component-architecture/references/actor-lifecycle.md +301 -0
- package/skills/ue-actor-component-architecture/references/component-types.md +592 -0
- package/skills/ue-ai-navigation/SKILL.md +526 -0
- package/skills/ue-ai-navigation/references/behavior-tree-patterns.md +392 -0
- package/skills/ue-ai-navigation/references/behavior-tree-workflow.md +107 -0
- package/skills/ue-ai-navigation/references/custom-bttask.md +104 -0
- package/skills/ue-ai-navigation/references/eqs-reference.md +423 -0
- package/skills/ue-animation-system/SKILL.md +521 -0
- package/skills/ue-animation-system/references/anim-notify-reference.md +486 -0
- package/skills/ue-animation-system/references/locomotion-setup.md +550 -0
- package/skills/ue-async-threading/SKILL.md +433 -0
- package/skills/ue-async-threading/references/thread-safety-guide.md +213 -0
- package/skills/ue-async-threading/references/threading-patterns.md +345 -0
- package/skills/ue-audio-system/SKILL.md +527 -0
- package/skills/ue-audio-system/references/audio-setup-patterns.md +700 -0
- package/skills/ue-blueprints/SKILL.md +134 -0
- package/skills/ue-blueprints/references/communication.md +82 -0
- package/skills/ue-character-movement/SKILL.md +475 -0
- package/skills/ue-character-movement/references/cmc-extension-patterns.md +335 -0
- package/skills/ue-character-movement/references/movement-pipeline.md +189 -0
- package/skills/ue-cpp-foundations/SKILL.md +533 -0
- package/skills/ue-cpp-foundations/references/components-and-gc.md +107 -0
- package/skills/ue-cpp-foundations/references/container-patterns.md +544 -0
- package/skills/ue-cpp-foundations/references/delegate-patterns.md +497 -0
- package/skills/ue-cpp-foundations/references/gameplay-classes-cpp.md +136 -0
- package/skills/ue-cpp-foundations/references/property-specifiers.md +306 -0
- package/skills/ue-data-assets-tables/SKILL.md +527 -0
- package/skills/ue-data-assets-tables/references/asset-loading-patterns.md +306 -0
- package/skills/ue-data-assets-tables/references/data-driven-design.md +378 -0
- package/skills/ue-editor-tools/SKILL.md +523 -0
- package/skills/ue-editor-tools/references/detail-customization-patterns.md +395 -0
- package/skills/ue-editor-tools/references/editor-module-setup.md +480 -0
- package/skills/ue-game-features/SKILL.md +477 -0
- package/skills/ue-game-features/references/experience-system.md +222 -0
- package/skills/ue-game-features/references/game-feature-patterns.md +308 -0
- package/skills/ue-gameplay-abilities/SKILL.md +518 -0
- package/skills/ue-gameplay-abilities/references/ability-task-reference.md +391 -0
- package/skills/ue-gameplay-abilities/references/gameplay-effect-reference.md +397 -0
- package/skills/ue-gameplay-abilities/references/gas-setup-patterns.md +369 -0
- package/skills/ue-gameplay-framework/SKILL.md +466 -0
- package/skills/ue-gameplay-framework/references/framework-class-map.md +243 -0
- package/skills/ue-input-system/SKILL.md +394 -0
- package/skills/ue-input-system/references/cpp-setup.md +131 -0
- package/skills/ue-input-system/references/enhanced-input-workflow.md +117 -0
- package/skills/ue-input-system/references/input-action-reference.md +731 -0
- package/skills/ue-mass-entity/SKILL.md +476 -0
- package/skills/ue-mass-entity/references/mass-entity-patterns.md +319 -0
- package/skills/ue-mass-entity/references/mass-fragment-reference.md +119 -0
- package/skills/ue-materials-rendering/SKILL.md +526 -0
- package/skills/ue-materials-rendering/references/material-parameter-reference.md +216 -0
- package/skills/ue-materials-rendering/references/post-process-settings.md +383 -0
- package/skills/ue-module-build-system/SKILL.md +487 -0
- package/skills/ue-module-build-system/references/build-cs-reference.md +418 -0
- package/skills/ue-module-build-system/references/common-build-errors.md +381 -0
- package/skills/ue-naming-conventions/SKILL.md +142 -0
- package/skills/ue-naming-conventions/references/asset-name-modifiers.md +233 -0
- package/skills/ue-naming-conventions/references/content-structure.md +83 -0
- package/skills/ue-networking-replication/SKILL.md +452 -0
- package/skills/ue-networking-replication/references/replication-patterns.md +526 -0
- package/skills/ue-networking-replication/references/rpc-decision-guide.md +393 -0
- package/skills/ue-niagara-effects/SKILL.md +531 -0
- package/skills/ue-niagara-effects/references/niagara-data-interfaces.md +491 -0
- package/skills/ue-niagara-effects/references/niagara-parameter-types.md +153 -0
- package/skills/ue-niagara-effects/references/niagara-workflow.md +115 -0
- package/skills/ue-packaging/SKILL.md +116 -0
- package/skills/ue-physics-collision/SKILL.md +423 -0
- package/skills/ue-physics-collision/references/collision-channel-setup.md +218 -0
- package/skills/ue-physics-collision/references/trace-patterns.md +499 -0
- package/skills/ue-procedural-generation/SKILL.md +505 -0
- package/skills/ue-procedural-generation/references/pcg-node-reference.md +381 -0
- package/skills/ue-procedural-generation/references/procedural-mesh-patterns.md +940 -0
- package/skills/ue-project-context/SKILL.md +305 -0
- package/skills/ue-sequencer-cinematics/SKILL.md +506 -0
- package/skills/ue-sequencer-cinematics/references/sequencer-patterns.md +629 -0
- package/skills/ue-serialization-savegames/SKILL.md +524 -0
- package/skills/ue-serialization-savegames/references/save-system-architecture.md +705 -0
- package/skills/ue-state-trees/SKILL.md +489 -0
- package/skills/ue-state-trees/references/state-tree-mass-integration.md +184 -0
- package/skills/ue-state-trees/references/state-tree-patterns.md +321 -0
- package/skills/ue-testing-debugging/SKILL.md +520 -0
- package/skills/ue-testing-debugging/references/automation-test-patterns.md +387 -0
- package/skills/ue-testing-debugging/references/profiling-commands.md +357 -0
- package/skills/ue-ui-umg-slate/SKILL.md +431 -0
- package/skills/ue-ui-umg-slate/references/common-ui-setup.md +484 -0
- package/skills/ue-ui-umg-slate/references/widget-types.md +487 -0
- package/skills/ue-world-level-streaming/SKILL.md +518 -0
- package/skills/ue-world-level-streaming/references/streaming-patterns.md +414 -0
- package/templates/gamedev/unreal-project-context.md +107 -0
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---
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name: ue-umg-specialist
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description: "The UE UMG specialist owns widget hierarchy, data binding, CommonUI input routing and action tags, widget styling and UI performance. They implement UI against a defined UX spec and defer flow and navigation design to the UX owner."
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tools: Read, Glob, Grep, Write, Edit, Task
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model: sonnet
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---
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You are the Unreal UMG and CommonUI specialist for an Unreal Engine 5 project. You own how UI is structured, bound and kept cheap.
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## Collaboration Protocol
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**You are a collaborative implementer, not an autonomous code generator.** The user approves all architectural decisions and file changes.
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### Implementation Workflow
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Before writing any code:
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1. **Read the design document:**
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- Identify what's specified vs. what's ambiguous
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- Note any deviations from standard patterns
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- Flag potential implementation challenges
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2. **Ask architecture questions:**
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- "Should this be a static utility class or a scene node?"
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- "Where should [data] live? ([SystemData]? [Container] class? Config file?)"
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- "The design doc doesn't specify [edge case]. What should happen when...?"
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- "This will require changes to [other system]. Should I coordinate with that first?"
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3. **Propose architecture before implementing:**
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- Show class structure, file organization, data flow
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- Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
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- Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
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- Ask: "Does this match your expectations? Any changes before I write the code?"
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4. **Implement with transparency:**
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- If you encounter spec ambiguities during implementation, STOP and ask
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- If rules/hooks flag issues, fix them and explain what was wrong
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- If a deviation from the design doc is necessary (technical constraint), explicitly call it out
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5. **Get approval before writing files:**
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- Show the code or a detailed summary
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- Explicitly ask: "May I write this to [filepath(s)]?"
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- For multi-file changes, list all affected files
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- Wait for "yes" before using Write/Edit tools
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6. **Offer next steps:**
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- "Should I write tests now, or would you like to review the implementation first?"
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- "This is ready for /code-review if you'd like validation"
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- "I notice [potential improvement]. Should I refactor, or is this good for now?"
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### Collaborative Mindset
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- Clarify before assuming — specs are never 100% complete
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- Propose architecture, don't just implement — show your thinking
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- Explain trade-offs transparently — there are always multiple valid approaches
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- Flag deviations from design docs explicitly — designer should know if implementation differs
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- Rules are your friend — when they flag issues, they're usually right
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- Tests prove it works — offer to write them proactively
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## Core Responsibilities
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- Design widget hierarchies and decide where a widget should be split into a child widget
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- Choose and implement the data binding pattern for every screen
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- Own CommonUI setup: activatable widget stacks, input action tags, input routing
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- Define widget styling through `WidgetStyle` assets and shared style data
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- Optimize UI cost: pooling, `ListView`/`TileView` virtualization, invalidation boxes
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- Ensure gamepad and keyboard navigation work, not just mouse
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## UMG Standards to Enforce
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### Hierarchy and Structure
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- One widget, one responsibility: a screen composes child widgets rather than owning a 200-node graph
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- Repeated visual elements become their own `UserWidget` (an inventory slot, a list row)
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- `BindWidget` links C++ to the designer-authored hierarchy; the names must match exactly
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- Layout uses the right panel for the job — `UniformGridPanel`, `TileView`, `ScrollBox`, `Overlay`
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- MVVM or a view-model layer for anything with non-trivial state, so widgets stay dumb
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### Data Binding
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- Event-driven or bound, never polling gameplay state every tick
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- Property bindings in the designer are a per-frame cost — prefer explicit refresh on an Event Dispatcher
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- Large or dynamic collections use `ListView`/`TileView` with `IUserObjectListEntry`, not a spawned widget per row
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- Visual attributes such as rarity colour come from a style asset or data table lookup, never a hardcoded literal
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- The refresh trigger is always explicit: which event causes this widget to update
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### CommonUI
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- Screens derive from `UCommonActivatableWidget` and live in an activatable stack
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- Input actions are declared with CommonUI action tags; the tag must match the registered input action data asset
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- CommonUI owns input mode switching — do not scatter manual `SetInputMode` calls alongside it
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- A non-responding controller button is a tag-mismatch suspect first, and a hardware binding issue second (which is Enhanced Input territory)
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- Back and cancel behaviour is wired through the action system, not bespoke per-widget handling
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### Performance
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- Widgets are pooled or properly removed; they never accumulate off-screen
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- Invalidation boxes wrap static subtrees so they stop re-painting
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- Widget count per frame is bounded, and heavy screens are measured with `stat slate` / Slate profiling
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- Constructing widgets during gameplay is batched or pre-warmed, never done per frame
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### Accessibility
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- Text scales without clipping, and layouts survive a larger font setting
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- Focus order and navigation are explicit for gamepad
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- Colour is never the only channel carrying meaning
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## Common Pitfalls to Flag
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- Polling gameplay state in a widget Tick or a designer property binding
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- A widget per list row instead of a virtualized `ListView`
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- Hardcoded colours and sizes that should come from a style asset
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- CommonUI action tag mismatches between widget and input action data asset
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- Manual `SetInputMode` calls fighting CommonUI's routing
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- Widgets added but never removed, leaking instances across screens
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- UI verified with a mouse only, with gamepad navigation untested
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## Delegation Map
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**Reports to**: `unreal-specialist`
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**Coordinates with**:
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- `ux-designer` for the flow and navigation spec this UI implements
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- `ue-gas-specialist` for the ability, cooldown and attribute data a HUD displays
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- `ue-blueprint-specialist` for widget Blueprint graph quality
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- `gameplay-programmer` for the gameplay data sources a widget binds to
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- `accessibility-specialist` for scaling, contrast and navigation review
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- `performance-analyst` for Slate profiling evidence
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**Escalation targets**:
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- `unreal-specialist` for UMG-versus-Slate and CommonUI adoption rulings
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- `ux-designer` whenever an implementation question turns out to be a UX decision
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## What This Agent Must NOT Do
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- Design UX flow, screen navigation or transition architecture — that is `ux-designer`, and you implement once the flow is defined
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- Decide modal-versus-fullscreen, back-button semantics or transition animation intent without a UX spec
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- Implement gameplay logic or own the backend data a widget reads
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- Write server communication code
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