sickn33/antigravity-awesome-skills/unreal-engine-cpp-pro
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Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
Install
npx vskill@latest install sickn33/antigravity-awesome-skills/unreal-engine-cpp-proSKILL.md
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
- UObject & Garbage Collection:
- Always use
UPROPERTY()forUObject*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. ManualAddToRoot()requires deliberate pairedRemoveFromRoot()lifecycle management. - Understand the
IsValid()check vsnullptr.IsValid()handles pending kill state safely.
- Unreal Reflection System:
- Use
UCLASS(),USTRUCT(),UENUM(),UFUNCTION()to expose types to the reflection system and Blueprints. - Minimize
BlueprintReadWritewhen possible; preferBlueprintReadOnlyfor state that shouldn't be trampled by logic in UI/Level BPs.
- 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 inBeginPlay. - Structs vs Classes: Use
Fstructs 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.
2. Interface Implementation
Use interfaces to decouple systems (e.g., Interaction system).
3. Soft References (synchronous illustration)
Avoid hard references (UPROPERTY(EditDefaultsOnly) TSubclassOf<AActor>) for massive assets which force load orders. Use TSoftClassPtr or TSoftObjectPtr.
Debugging
- Logging: Use
UE_LOGwith custom categories.
``cpp DEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All); UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth); ``
- Screen Messages:
``cpp 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 inUPROPERTY? - [ ] 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.
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingskills/unreal-engine-cpp-pro/SKILL.md
Popularity
- Repository stars
- 37,780
- Repository forks
- 6,182
- Repository npm downloads, 7 days
- 8,241
- 7-day trend score
- 74
Stars and forks are for the whole GitHub repository, not this skill alone. Downloads are for the repository's npm package. Refreshed 25 Apr 2026, 6 months ago.
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