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Skills/sickn33/antigravity-awesome-skills/unreal-engine-cpp-pro
unreal-engine-cpp-pro logo

unreal-engine-cpp-pro

sickn33/antigravity-awesome-skills
793 installs41K stars
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Installation

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

Summary

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

SKILL.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

  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.
  1. 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.
  1. 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.

Score

0–100
65/ 100

Grade

C

Popularity17/30

793 installs — growing adoption. Source repo has 40,736 GitHub stars.

Completeness27/30

Documented: full SKILL.md body, description, one-line install. Missing: category/license metadata.

Trust15/25

Community skill with a public GitHub source repository you can review.

Freshness6/15

No update timestamp is tracked for this skill in our catalog.

Scored automatically from popularity, completeness, trust, and freshness — computed only from data in our catalog, never fabricated.

Proud of your score? Add this badge to your README.

Paste a snippet into your GitHub README. The badge updates automatically and links back to this page.

Unreal Engine Cpp Pro skill score badge previewScore badge

Markdown

[![Unreal Engine Cpp Pro skill](https://www.remoteopenclaw.com/skills/sickn33/antigravity-awesome-skills/unreal-engine-cpp-pro/badges/score.svg)](https://www.remoteopenclaw.com/skills/sickn33/antigravity-awesome-skills/unreal-engine-cpp-pro)

HTML

<a href="https://www.remoteopenclaw.com/skills/sickn33/antigravity-awesome-skills/unreal-engine-cpp-pro"><img src="https://www.remoteopenclaw.com/skills/sickn33/antigravity-awesome-skills/unreal-engine-cpp-pro/badges/score.svg" alt="Unreal Engine Cpp Pro skill"/></a>

Unreal Engine Cpp Pro FAQ

How do I install the Unreal Engine Cpp Pro skill?

Run “npx skills add https://github.com/sickn33/antigravity-awesome-skills --skill unreal-engine-cpp-pro” in your terminal. The skill is added to your agent's skills directory and picked up automatically on the next run — no restart or extra configuration needed.

What does the Unreal Engine Cpp Pro skill do?

Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices. The full SKILL.md on this page shows the exact instructions the skill gives your agent.

Is the Unreal Engine Cpp Pro skill free?

Yes. Unreal Engine Cpp Pro is a free, open-source skill published from sickn33/antigravity-awesome-skills. As with any third-party skill, review the source repository before installing it into an agent with sensitive access.

Does Unreal Engine Cpp Pro work with Claude Code and OpenClaw?

Yes. Skills use the portable SKILL.md format, so Unreal Engine Cpp Pro works with Claude Code, OpenClaw, Codex, Hermes, and any other agent that reads SKILL.md skills.

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