Capability evidence
Assess one gameplay task through ownership, cooking, target, and recovery.
A task that works in Play In Editor proves a narrow authoring loop. Use one valuable task that crosses input, gameplay state, assets, networking, travel, a packaged target and release boundaries, then interrupt it. The person should be able to show what survives and why.
01Gameplay ownership, C++ and Blueprint seams, lifecycle, and time
Provide one multi-step task with keyboard mouse touch gamepad and an applicable spatial input; pause, focus loss, slow and variable frames, physics contacts, async completion, actor destruction, level travel, process restart and a simulation claim. Ask which Gameplay Framework object owns each rule and when its code may run.
Confirm: The person separates product rules, presentation, world and match state, per-player state, possession, transient Actor and component state, durable saves and server truth; chooses GameInstance, subsystems, GameMode, GameState, PlayerState, Controller and Pawn boundaries deliberately; keeps stable performance-sensitive or reusable contracts in appropriate C++ modules while using Blueprints as explicit authored behavior rather than an invisible dependency web; understands Class Default Objects, construction, BeginPlay, EndPlay, destruction, garbage collection, travel and weak ownership; uses events delegates timers tasks and async callbacks with cancellation and lifetime guards; maps named Enhanced Input actions through explicit contexts modifiers triggers devices and rebinding; controls tick enablement groups prerequisites and intervals; distinguishes visible frames from physics substeps and delayed collision callbacks; records time dilation pause and backlog behavior; validates simulation assumptions rather than calling engine physics deterministic; and restores only versioned validated durable state.
02Source assets, references, validation, loading, cooking, and saved state
Provide source models textures materials animation audio localization and data, Unreal packages and metadata, redirectors, Data Assets, Blueprint classes, soft and hard references, maps, Primary Asset rules, a save-schema change, asynchronous loading, a missing dependency, a clean Derived Data Cache, cooking for two targets, chunks, an interrupted download and an older installed build. Ask which artifacts are authoritative, derived, included, compatible and trusted.
Confirm: The person preserves source rights provenance units and tool versions; treats .uasset and .umap packages plus required metadata as controlled source while treating Intermediate, Saved and Derived Data Cache outputs according to their disposable or generated roles; owns import settings, asset naming and redirector cleanup; separates authored Data Assets, transient objects and versioned SaveGame schemas; maps hard references and soft identifiers, asynchronous load handles, memory lifetime and failure behavior; defines Asset Manager discovery, Primary Asset IDs, labels, bundles, dependency rules and audits; extends Data Validation for project invariants and runs it in automation; proves a clean cook rather than relying on one workstation cache; records target-specific cooked outputs, package inclusion and chunk assignments; keeps player and content versions compatible; validates untrusted save and downloaded data; preserves a released cooked baseline for patch comparison; and can return to a known compatible executable and content set.
03Accessible targets, platform seams, replication, and authority
Provide two target classes with different graphics memory input window lifecycle and permission constraints, large and localized text, keyboard and assistive use, reduced motion, a native or online plugin, a shared network action, hostile client input, latency loss disconnect reconnect late join travel and version mismatch. Ask which state is local, replicated or authoritative and who accepts the experience.
Confirm: The person shares gameplay rules while keeping target configuration, renderer feature level, shader and PSO behavior, device profiles, scalability, safe areas, aspect ratios, windows, lifecycle, storage, permissions and native plugin seams explicit; provides logical focus, labels roles states values actions text scaling contrast captions remapping motion alternatives and human accessibility testing rather than treating available text-to-speech or screen-reader plugins as universal support; chooses generic replication, Replication Graph or Iris only after current feature state and project needs are checked; defines server-owned rules and accepted state separately from client input and presentation; validates RPC eligibility parameters rate and target; owns replicated-property conditions ordering relevancy priority dormancy frequency and bandwidth; handles prediction reconciliation duplicate intent spawn ownership travel disconnect reconnect late join and incompatible clients; tests dedicated and listen-server differences; and does not treat engine replication, Online Subsystem or a plugin as a complete identity service, moderation policy, threat model or reliable backend.
04Tests, target profiling, build graph, packaging, patching, and recovery
Provide pure rules, C++ modules, Blueprints, assets, maps, input, saves, async loading, network behavior and a native seam; representative devices; frame memory loading network power and thermal budgets; exact packaged builds and cooked content; an engine or plugin upgrade; a crash or Insights trace; a released baseline and patch; signing and store boundaries; and a receiving owner. Ask which evidence belongs to each target and release.
Confirm: The person layers ordinary low-level logic tests with Automation Framework unit feature content-stress screenshot functional and multiplayer tests without forcing every boundary into one harness; validates assets and dependencies; runs unattended checks from controlled inputs; profiles development or test packaged builds on representative target hardware and accounts for capture overhead rather than using Editor results as release evidence; separates game render RHI task physics audio networking loading shader and garbage-collection work; measures representative and adverse frames, hitches, allocations memory residency loading storage bandwidth power and thermal behavior against budgets; pins engine source or binary revision, project source content config plugins lock records compiler build tools platform SDK device profile target rules and packaging profile; uses UnrealBuildTool, AutomationTool or BuildGraph with explicit inputs and artifacts; preserves build cook stage package deploy and run logs manifests symbols crash data Insights traces cooked containers hashes and released baselines; stages only through approved signing and distribution roles; demonstrates compatible patch creation and installation; diagnoses one field failure; and proves rollback or a compatible forward correction plus rebuild to another owner.