mirror of
https://github.com/Donchitos/Claude-Code-Game-Studios.git
synced 2026-06-27 04:51:46 +00:00
48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
4.8 KiB
4.8 KiB
Unreal Engine 5.7 — Deprecated APIs
Last verified: 2026-02-13
Quick lookup table for deprecated APIs and their replacements. Format: Don't use X → Use Y instead
Input
| Deprecated | Replacement | Notes |
|---|---|---|
InputComponent->BindAction() |
Enhanced Input BindAction() |
New input system |
InputComponent->BindAxis() |
Enhanced Input BindAxis() |
New input system |
PlayerController->GetInputAxisValue() |
Enhanced Input Action Values | New input system |
Migration: Install Enhanced Input plugin, create Input Actions and Input Mapping Contexts.
Rendering
| Deprecated | Replacement | Notes |
|---|---|---|
| Legacy material nodes | Substrate material nodes | Substrate is production-ready in 5.7 |
| Forward shading (default) | Deferred + Lumen | Lumen is default in UE5 |
| Old lighting workflow | Lumen Global Illumination | Real-time GI |
World Building
| Deprecated | Replacement | Notes |
|---|---|---|
| UE4 World Composition | World Partition (UE5) | Streaming large worlds |
| Level Streaming Volumes | World Partition Data Layers | Better level streaming |
Animation
| Deprecated | Replacement | Notes |
|---|---|---|
| Old animation retargeting | IK Rig + IK Retargeter | UE5 retargeting system |
| Legacy control rig | Control Rig 2.0 | Production-ready rigging |
Gameplay
| Deprecated | Replacement | Notes |
|---|---|---|
UGameplayStatics::LoadStreamLevel() |
World Partition streaming | Use Data Layers |
| Hardcoded input bindings | Enhanced Input system | Rebindable, modular input |
Niagara (VFX)
| Deprecated | Replacement | Notes |
|---|---|---|
| Cascade particle system | Niagara | Cascade is fully deprecated |
Audio
| Deprecated | Replacement | Notes |
|---|---|---|
| Old audio mixer | MetaSounds | Procedural audio system |
| Sound Cue (for complex logic) | MetaSounds | More powerful, node-based |
Networking
| Deprecated | Replacement | Notes |
|---|---|---|
DOREPLIFETIME() (basic) |
DOREPLIFETIME_CONDITION() |
Conditional replication for optimization |
C++ Scripting
| Deprecated | Replacement | Notes |
|---|---|---|
TSharedPtr<T> for UObjects |
TObjectPtr<T> |
UE5 type-safe pointers |
| Manual RTTI checks | Cast<T>() / IsA<T>() |
Type-safe casting |
Quick Migration Patterns
Input Example
// ❌ Deprecated
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) {
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
}
// ✅ Enhanced Input
#include "EnhancedInputComponent.h"
void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) {
UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(PlayerInputComponent);
if (EIC) {
EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
}
}
Material Example
// ❌ Deprecated: Legacy material
// Use standard material graph (still works but not recommended)
// ✅ Substrate Material
// Enable: Project Settings > Engine > Substrate > Enable Substrate
// Use Substrate nodes in material editor
World Partition Example
// ❌ Deprecated: Level streaming volumes
// Load/unload levels manually
// ✅ World Partition
// Enable: World Settings > Enable World Partition
// Use Data Layers for streaming
Particle System Example
// ❌ Deprecated: Cascade
UParticleSystemComponent* PSC = CreateDefaultSubobject<UParticleSystemComponent>(TEXT("Particles"));
// ✅ Niagara
UNiagaraComponent* NiagaraComp = CreateDefaultSubobject<UNiagaraComponent>(TEXT("Niagara"));
Audio Example
// ❌ Deprecated: Sound Cue for complex logic
// Use Sound Cue editor nodes
// ✅ MetaSounds
// Create MetaSound Source asset, use node-based audio
Summary: UE 5.7 Tech Stack
| Feature | Use This (2026) | Avoid This (Legacy) |
|---|---|---|
| Input | Enhanced Input | Legacy Input Bindings |
| Materials | Substrate | Legacy Material System |
| Lighting | Lumen + Megalights | Lightmaps + Limited Lights |
| Particles | Niagara | Cascade |
| Audio | MetaSounds | Sound Cue (for logic) |
| World Streaming | World Partition | World Composition |
| Animation Retarget | IK Rig + Retargeter | Old Retargeting |
| Geometry | Nanite (high-poly) | Standard Static Mesh LODs |
Sources: