hermeticormus/claude-code-game-development/unreal-patterns
Claude Code and agent skill by hermeticormus/claude-code-game-development
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Unreal Engine 5 C++ patterns: an ACharacter subclass with Enhanced Input, Blueprint interfaces, server RPCs for player actions, and Gameplay Tags. Use when writing gameplay code in Unreal C++.
Install
npx vskill@latest install hermeticormus/claude-code-game-development/unreal-patternsSKILL.md
Unreal Patterns
ACharacter Subclass with Enhanced Input
Blueprint Interface Pattern
Server RPC for Player Actions
Gameplay Tag Usage
Anti-Patterns
- Game logic in `Tick`:
Tickruns every frame. Move non-frame-critical logic to timers (FTimerManager::SetTimer) or events. Always profile before leaving logic in Tick. - Cast everywhere for communication:
Cast<AMyPlayer>(OtherActor)->DoThing()couples systems. Use Blueprint Interfaces for loose coupling - any actor can implement the interface without the caller knowing the concrete type. - Replication on everything:
UPROPERTY(Replicated)has bandwidth cost. Only replicate what clients need to display. Movement is auto-replicated by CharacterMovementComponent. Don't re-replicate it. - Logic in GameMode run on clients: GameMode only exists on server. Client-side code that accesses
GetGameMode()returns null. Client-visible game state goes in GameState. - `GetAllActorsOfClass` in Tick: Iterates all actors in the world every frame. Cache results, subscribe to spawn/destroy events, or use TActorIterator once at BeginPlay.
- Forgetting `IsValid()`: UObjects can be garbage collected.
ptr != nullptris not enough. Always useIsValid(ptr)in UE.
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Source
- SKILL.md in the repositoryCheckingplugins/unreal-engine/skills/unreal-patterns/SKILL.md
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