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unreal-engine-cpp-pro

sickn33/agentic-awesome-skills

Expert C++ development guide for Unreal Engine 5.x with UObject hygiene, performance patterns, and best practices.

What is unreal-engine-cpp-pro?

This skill provides expert-level guidelines for Unreal Engine 5 C++ development, focusing on robust, performant, and standard-compliant code. Use it when writing Actors, Components, UObject-derived classes, optimizing performance-critical code, or following Epic Games' coding standards and the reflection system.

  • Enforce UObject garbage collection best practices with UPROPERTY() and IsValid() checks
  • Guide Unreal reflection system usage (UCLASS, USTRUCT, UENUM, UFUNCTION) and Blueprint exposure
  • Optimize performance by disabling unnecessary ticking, caching casts, and using appropriate data structures
  • Provide strict Epic Games naming conventions (U, A, F, E, I, T, S, b prefixes)
  • Demonstrate robust component lookup, interface implementation, and async asset loading patterns
  • Supply debugging techniques including UE_LOG categories, screen messages, and Visual Logger integration

How to install unreal-engine-cpp-pro

npx skills add https://github.com/sickn33/agentic-awesome-skills --skill unreal-engine-cpp-pro
Prerequisites
  • Unreal Engine 5.x installed and configured
  • C++ development environment set up for Unreal projects
  • Basic understanding of UObject, Actors, and Components
Claude Code
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How to use unreal-engine-cpp-pro

  1. 1.Review the core principles section to understand UObject garbage collection, reflection system usage, and performance-first mindset
  2. 2.Apply Epic Games' naming conventions to all new classes, structs, and variables in your codebase
  3. 3.Use the provided code patterns (component lookup, interface implementation, soft references) as templates for your implementation
  4. 4.Run through the PR checklist before submitting code: verify ticking necessity, UPROPERTY wrapping, soft reference usage, and delegate cleanup
  5. 5.Use the debugging techniques (UE_LOG categories, screen messages, Visual Logger) to validate behavior during development

Use cases

Good for
  • Developing C++ code for Unreal Engine 5.x projects with proper memory management
  • Writing performance-critical gameplay systems while avoiding hot-loop casting and unnecessary ticks
  • Implementing Blueprint-exposed functionality with correct reflection macros and naming conventions
  • Debugging memory leaks and garbage collection issues in complex Actor hierarchies
  • Refactoring hard asset references to soft references to optimize load chains
Who it's for
  • C++ game developers working with Unreal Engine 5.x
  • Gameplay programmers optimizing performance-critical systems
  • Engine programmers implementing Blueprint-exposed functionality
  • Developers debugging memory and garbage collection issues
  • Teams following Epic Games' coding standards and conventions

unreal-engine-cpp-pro FAQ

When should I use UPROPERTY() vs raw pointers?

Always use UPROPERTY() for UObject* member variables to ensure they are tracked by the Garbage Collector. Use TStrongObjectPtr<> only if you need to keep a root reference outside of a UObject graph, but prefer addToRoot() generally.

Should I enable ticking by default for my Actors?

No. Disable ticking (bCanEverTick = false) by default and only enable it if absolutely necessary. Prefer timers (GetWorldTimerManager()) or event-driven logic instead.

How do I avoid performance issues with casting in hot loops?

Cache references in BeginPlay or PostInitializeComponents instead of calling Cast<T>() repeatedly in Tick. Do component lookups once during initialization, not every frame.

What is the difference between hard and soft references for assets?

Hard references (TSubclassOf) force assets to load immediately and can create load chains. Soft references (TSoftClassPtr, TSoftObjectPtr) defer loading until needed, improving startup performance.

How do I safely check if a UObject pointer is valid?

Use IsValid() instead of nullptr checks, as IsValid() safely handles pending kill state. This is especially important for objects pending destruction.

Full instructions (SKILL.md)

Source of truth, from sickn33/agentic-awesome-skills.


name: unreal-engine-cpp-pro description: "Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices." risk: safe source: self date_added: "2026-02-27"

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<> if you need to keep a root reference outside of a UObject graph, but prefer addToRoot() generally.
    • 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 (TargetActor->Implements<UInteractable>()) {
    IInteractable::Execute_OnInteract(TargetActor, this);
}

3. Async Loading (Soft References)

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.