Ue Code Authoring

Use when writing or modifying Unreal Engine C++ — classes, actors, components, subsystems, interfaces, ability-system (GAS) code, module dependencies, reflected UPROPERTY/UFUNCTION API, native gameplay tags, and testable gameplay behavior — in a project open in JetBrains Rider. Source changes go through Read/Grep/Glob/Edit/Write; Rider supplies symbol search, code analysis, formatting, and builds through its MCP execute_tool. Do not use for Blueprint-only tasks or editor automation with no C++ authoring.

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JetBrains/rider-skills/tree/main/skills/ue-code-authoring commit f31e1d2f79

Frequently asked questions

npx skillmds@latest add jetbrains/ue-code-authoring