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() 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.
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.
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
1---2name: unreal-engine-cpp-pro3description: Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.4---5
6# Unreal Engine C++ Pro
7
8This skill provides expert-level guidelines for developing with Unreal Engine 5 using C++. It focuses on writing robust, performant, and standard-compliant code.
9
10## When to Use
11
12Use this skill when:
13- Developing C++ code for Unreal Engine 5.x projects
14- Writing Actors, Components, or UObject-derived classes
15- Optimizing performance-critical code in Unreal Engine
16- Debugging memory leaks or garbage collection issues
17- Implementing Blueprint-exposed functionality
18- Following Epic Games' coding standards and conventions
19- Working with Unreal's reflection system (UCLASS, USTRUCT, UFUNCTION)
20- Managing asset loading and soft references
21
22Do not use this skill when:
23- Working with Blueprint-only projects (no C++ code)
24- Developing for Unreal Engine versions prior to 5.x
25- Working on non-Unreal game engines
26- The task is unrelated to Unreal Engine development
27
28## Core Principles
29
301. **UObject & Garbage Collection**:
31 * Always use `UPROPERTY()` for `UObject*` member variables to ensure they are tracked by the Garbage Collector (GC).
32 * Use `TStrongObjectPtr<>` if you need to keep a root reference outside of a UObject graph, but prefer `addToRoot()` generally.
33 * Understand the `IsValid()` check vs `nullptr`. `IsValid()` handles pending kill state safely.
34
352. **Unreal Reflection System**:
36 * Use `UCLASS()`, `USTRUCT()`, `UENUM()`, `UFUNCTION()` to expose types to the reflection system and Blueprints.
37 * Minimize `BlueprintReadWrite` when possible; prefer `BlueprintReadOnly` for state that shouldn't be trampled by logic in UI/Level BPs.
38
393. **Performance First**:
40 * **Tick**: Disable Ticking (`bCanEverTick = false`) by default. Only enable it if absolutely necessary. Prefer timers (`GetWorldTimerManager()`) or event-driven logic.
41 * **Casting**: Avoid `Cast<T>()` in hot loops. Cache references in `BeginPlay`.
42 * **Structs vs Classes**: Use `F` structs for data-heavy, non-UObject types to reduce overhead.
43
44## Naming Conventions (Strict)
45
46Follow Epic Games' coding standard:
47
48* **Templates**: Prefix with `T` (e.g., `TArray`, `TMap`).
49* **UObject**: Prefix with `U` (e.g., `UCharacterMovementComponent`).
50* **AActor**: Prefix with `A` (e.g., `AMyGameMode`).
51* **SWidget**: Prefix with `S` (Slate widgets).
52* **Structs**: Prefix with `F` (e.g., `FVector`).
53* **Enums**: Prefix with `E` (e.g., `EWeaponState`).
54* **Interfaces**: Prefix with `I` (e.g., `IInteractable`).
55* **Booleans**: Prefix with `b` (e.g., `bIsDead`).
56
57## Common Patterns
58
59### 1. Robust Component Lookup
60Avoid `GetComponentByClass` in `Tick`. Do it in `PostInitializeComponents` or `BeginPlay`.
61
62```cpp
63void AMyCharacter::PostInitializeComponents() {
64 Super::PostInitializeComponents();
65 HealthComp = FindComponentByClass<UHealthComponent>();
66 check(HealthComp); // Fail hard in dev if missing
67}
68```
69
70### 2. Interface Implementation
71Use interfaces to decouple systems (e.g., Interaction system).
72
73```cpp
74// Interface call check
75if (TargetActor->Implements<UInteractable>()) {
76 IInteractable::Execute_OnInteract(TargetActor, this);
77}
78```
79
80### 3. Async Loading (Soft References)
81Avoid hard references (`UPROPERTY(EditDefaultsOnly) TSubclassOf<AActor>`) for massive assets which force load orders. Use `TSoftClassPtr` or `TSoftObjectPtr`.
82
83```cpp
84UPROPERTY(EditAnywhere, BlueprintReadWrite)
85TSoftClassPtr<AWeapon> WeaponClassToLoad;
86
87void AMyCharacter::Equip() {
88 if (WeaponClassToLoad.IsPending()) {
89 WeaponClassToLoad.LoadSynchronous(); // Or use StreamableManager for async
90 }
91}
92```
93
94## Debugging
95
96* **Logging**: Use `UE_LOG` with custom categories.
97 ```cpp
98 DEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All);
99 UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth);
100 ```
101* **Screen Messages**:
102 ```cpp
103 if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Died!"));
104 ```
105* **Visual Logger**: extremely useful for AI debugging. Implement `IVisualLoggerDebugSnapshotInterface`.
106
107## Checklist before PR
108
109- [ ] Does this Actor need to Tick? Can it be a Timer?
110- [ ] Are all `UObject*` members wrapped in `UPROPERTY`?
111- [ ] Are hard references (TSubclassOf) causing load chains? Can they be Soft Ptrs?
112- [ ] Did you clean up verified delegates in `EndPlay`?