Unreal Engine Cpp Pro
Unreal Engine Cpp Pro is an learning AI skill with a core value of Expert guide for Unreal Engine 5. It
helps developers solve real-world problems in the learning domain, boosting
efficiency, automating repetitive tasks, and optimizing workflows.
Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
Quick Facts
mkdir -p ./skills/unreal-engine-cpp-pro && curl -sfL https://raw.githubusercontent.com/sickn33/antigravity-awesome-skills/main/skills/unreal-engine-cpp-pro/SKILL.md -o ./skills/unreal-engine-cpp-pro/SKILL.md Run in terminal / PowerShell. Requires curl (Unix) or PowerShell 5+ (Windows).
Skill Content
# 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.
```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 `IVi
🎯 Best For
- UI designers
- Product designers
- Claude users
- Students
- Lifelong learners
💡 Use Cases
- Generating component mockups
- Creating design system tokens
- Using Unreal Engine Cpp Pro in daily workflow
- Automating repetitive learning tasks
📖 How to Use This Skill
- 1
Install the Skill
Copy the install command from the Terminal tab and run it. The SKILL.md file downloads to your local skills directory.
- 2
Load into Your AI Assistant
Open Claude and reference the skill. Paste the SKILL.md content or use the system prompt tab.
- 3
Apply Unreal Engine Cpp Pro to Your Work
Provide context for your task — paste source material, describe your audience, or share existing work to guide the AI.
- 4
Review and Refine
Edit the AI output for accuracy, tone, and completeness. Add human insight where the AI lacks context.
❓ Frequently Asked Questions
Does this work with Figma?
Some design skills integrate with Figma plugins. Check the Works With section for supported tools.
How do I install Unreal Engine Cpp Pro?
Copy the install command from the Terminal tab and run it. The skill downloads to ./skills/unreal-engine-cpp-pro/SKILL.md, ready to use.
Can I customize this skill for my team?
Absolutely. Edit the SKILL.md file to add team-specific instructions, examples, or workflows.
⚠️ Common Mistakes to Avoid
Skipping usability testing
AI-generated designs should be validated with real users before development.
Not reading the full skill
Skills contain important context and edge cases beyond the quick start.