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unreal-engine-cpp-pro

unreal-engine-cpp-pro

github.com/sickn33Development48.7k1.4k installsUpdated today
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About unreal-engine-cpp-pro

A guidance skill for C++ development in Unreal Engine 5.x, aimed at developers building and maintaining Unreal projects. It emphasizes engine conventions, UObject lifetime safety, performance, and practical implementation patterns.

Key features

  1. 01UObject lifetime and garbage collection
  2. 02Reflection and Blueprint exposure
  3. 03Tick and performance guidance
  4. 04Epic naming conventions
  5. 05Asset loading and soft references

Use cases

  1. 01Implementing Actors and Components
  2. 02Diagnosing garbage collection issues
  3. 03Optimizing performance-critical code
  4. 04Exposing C++ functionality to Blueprints

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/sickn33/agentic-awesome-skills --skill unreal-engine-cpp-pro

After installing, type/unreal-engine-cpp-proin Claude Code to confirm it loaded.

Bundled filesexamples/ExampleActor.cppexamples/ExampleActor.h

Details

From the project README

Unreal Engine C++ Pro

This skill provides expert-level guidelines for developing with Unreal Engine 5 using C++. It focuses on writing robust, performant, and standard-compliant code.

When to Use

Use this skill when:

  • Developing C++ code for Unreal Engine 5.x projects
  • Writing Actors, Components, or UObject-derived classes
  • Optimizing performance-critical code in Unreal Engine
  • Debugging memory leaks or garbage collection issues
  • Implementing Blueprint-exposed functionality
  • Following Epic Games' coding standards and conventions
  • Working with Unreal's reflection system (UCLASS, USTRUCT, UFUNCTION)
  • Managing asset loading and soft references

Do not use this skill when:

  • Working with Blueprint-only projects (no C++ code)
  • Developing for Unreal Engine versions prior to 5.x
  • Working on non-Unreal game engines
  • The task is unrelated to Unreal Engine development

Core Principles

  1. UObject & Garbage Collection:

    • Always use UPROPERTY() for UObject* member variables to ensure they are tracked by the Garbage Collector (GC).
    • Use TStrongObjectPtr<> cautiously for a scoped strong reference outside a reflected UObject graph; do not routinely root objects manually. Manual AddToRoot() requires deliberate paired RemoveFromRoot() lifecycle management.
    • Understand the IsValid() check vs nullptr. IsValid() handles pending kill state safely.
  2. Unreal Reflection System:

    • Use UCLASS(), USTRUCT(), UENUM(), UFUNCTION() to expose types to the reflection system and Blueprints.
    • Minimize BlueprintReadWrite when possible; prefer BlueprintReadOnly for state that shouldn't be trampled by logic in UI/Level BPs.
  3. Performance First:

    • Tick: Disable Ticking (bCanEverTick = false) by default. Only enable it if absolutely necessary. Prefer timers (GetWorldTimerManager()) or event-driven logic.
    • Casting: Avoid Cast<T>() in hot loops. Cache references in BeginPlay.
    • Structs vs Classes: Use F structs for data-heavy, non-UObject types to reduce overhead.

Naming Conventions (Strict)

Follow Epic Games' coding standard:

  • Templates: Prefix with T (e.g., TArray, TMap).
  • UObject: Prefix with U (e.g., UCharacterMovementComponent).
  • AActor: Prefix with A (e.g., AMyGameMode).
  • SWidget: Prefix with S (Slate widgets).
  • Structs: Prefix with F (e.g., FVector).
  • Enums: Prefix with E (e.g., EWeaponState).
  • Interfaces: Prefix with I (e.g., IInteractable).
  • Booleans: Prefix with b (e.g., bIsDead).

Common Patterns

1. Robust Component Lookup

Avoid GetComponentByClass in Tick. Do it in PostInitializeComponents or BeginPlay.

void AMyCharacter::PostInitializeComponents() {
    Super::PostInitializeComponents();
    HealthComp = FindComponentByClass<UHealthComponent>();
    check(HealthComp); // Fail hard in dev if missing
}
2. Interface Implementation

Use interfaces to decouple systems (e.g., Interaction system).

// Interface call check
if (IsValid(TargetActor) && TargetActor->Implements<UInteractable>()) {
    IInteractable::Execute_OnInteract(TargetActor, this);
}
3. Soft References (synchronous illustration)

Avoid hard references (UPROPERTY(EditDefaultsOnly) TSubclassOf<AActor>) for massive assets which force load orders. Use TSoftClassPtr or TSoftObjectPtr.

UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSoftClassPtr<AWeapon> WeaponClassToLoad;

void AMyCharacter::Equip() {
    if (WeaponClassToLoad.IsPending()) {
        WeaponClassToLoad.LoadSynchronous(); // Or use StreamableManager for async
    }
}

Debugging

  • Logging: Use UE_LOG with custom categories.
    DEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All);
    UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth);
    
  • Screen Messages:
    if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Died!"));
    
  • Visual Logger: extremely useful for AI debugging. Implement IVisualLoggerDebugSnapshotInterface.

Checklist before PR

  • Does this Actor need to Tick? Can it be a Timer?
  • Are all UObject* members wrapped in UPROPERTY?
  • Are hard references (TSubclassOf) causing load chains? Can they be Soft Ptrs?
  • Did you clean up verified delegates in EndPlay?

Limitations

  • Use this skill only when the task clearly matches the scope described above.
  • Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
  • Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.

The actor files are illustrative and require replacing MYGAME_API, generating project headers and building in the target engine. LoadSynchronous() can stall the game thread; use the target version's streamable async loading API for latency-sensitive paths. Prefer reflected TObjectPtr members where supported. Epic object-pointer guidance.

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