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
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for enprojectnment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
1---2name: unreal-engine-cpp-pro3description: Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.4---56# Unreal Engine C++ Pro78This skill provides expert-level guidelines for developing with Unreal Engine 5 using C++. It focuses on writing robust, performant, and standard-compliant code.910## When to Use11Use this skill when:12- Developing C++ code for Unreal Engine 5.x projects13- Writing Actors, Components, or UObject-derived classes14- Optimizing performance-critical code in Unreal Engine15- Debugging memory leaks or garbage collection issues16- Implementing Blueprint-exposed functionality17- Following Epic Games' coding standards and conventions18- Working with Unreal's reflection system (UCLASS, USTRUCT, UFUNCTION)19- Managing asset loading and soft references2021Do not use this skill when:22- Working with Blueprint-only projects (no C++ code)23- Developing for Unreal Engine versions prior to 5.x24- Working on non-Unreal game engines25- The task is unrelated to Unreal Engine development2627## Core Principles28291. **UObject & Garbage Collection**:30 * Always use `UPROPERTY()` for `UObject*` member variables to ensure they are tracked by the Garbage Collector (GC).31 * Use `TStrongObjectPtr<>` if you need to keep a root reference outside of a UObject graph, but prefer `addToRoot()` generally.32 * Understand the `IsValid()` check vs `nullptr`. `IsValid()` handles pending kill state safely.33342. **Unreal Reflection System**:35 * Use `UCLASS()`, `USTRUCT()`, `UENUM()`, `UFUNCTION()` to expose types to the reflection system and Blueprints.36 * Minimize `BlueprintReadWrite` when possible; prefer `BlueprintReadOnly` for state that shouldn't be trampled by logic in UI/Level BPs.37383. **Performance First**:39 * **Tick**: Disable Ticking (`bCanEverTick = false`) by default. Only enable it if absolutely necessary. Prefer timers (`GetWorldTimerManager()`) or event-driven logic.40 * **Casting**: Avoid `Cast<T>()` in hot loops. Cache references in `BeginPlay`.41 * **Structs vs Classes**: Use `F` structs for data-heavy, non-UObject types to reduce overhead.4243## Naming Conventions (Strict)4445Follow Epic Games' coding standard:4647* **Templates**: Prefix with `T` (e.g., `TArray`, `TMap`).48* **UObject**: Prefix with `U` (e.g., `UCharacterMovementComponent`).49* **AActor**: Prefix with `A` (e.g., `AMyGameMode`).50* **SWidget**: Prefix with `S` (Slate widgets).51* **Structs**: Prefix with `F` (e.g., `FVector`).52* **Enums**: Prefix with `E` (e.g., `EWeaponState`).53* **Interfaces**: Prefix with `I` (e.g., `IInteractable`).54* **Booleans**: Prefix with `b` (e.g., `bIsDead`).5556## Common Patterns5758### 1. Robust Component Lookup59Avoid `GetComponentByClass` in `Tick`. Do it in `PostInitializeComponents` or `BeginPlay`.6061```cpp62void AMyCharacter::PostInitializeComponents() {63 Super::PostInitializeComponents();64 HealthComp = FindComponentByClass<UHealthComponent>();65 check(HealthComp); // Fail hard in dev if missing66}67```6869### 2. Interface Implementation70Use interfaces to decouple systems (e.g., Interaction system).7172```cpp73// Interface call check74if (TargetActor->Implements<UInteractable>()) {75 IInteractable::Execute_OnInteract(TargetActor, this);76}77```7879### 3. Async Loading (Soft References)80Avoid hard references (`UPROPERTY(EditDefaultsOnly) TSubclassOf<AActor>`) for massive assets which force load orders. Use `TSoftClassPtr` or `TSoftObjectPtr`.8182```cpp83UPROPERTY(EditAnywhere, BlueprintReadWrite)84TSoftClassPtr<AWeapon> WeaponClassToLoad;8586void AMyCharacter::Equip() {87 if (WeaponClassToLoad.IsPending()) {88 WeaponClassToLoad.LoadSynchronous(); // Or use StreamableManager for async89 }90}91```9293## Debugging9495* **Logging**: Use `UE_LOG` with custom categories.96 ```cpp97 DEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All);98 UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth);99 ```100* **Screen Messages**:101 ```cpp102 if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Died!"));103 ```104* **Visual Logger**: extremely useful for AI debugging. Implement `IVisualLoggerDebugSnapshotInterface`.105106## Checklist before PR107108- [ ] Does this Actor need to Tick? Can it be a Timer?109- [ ] Are all `UObject*` members wrapped in `UPROPERTY`?110- [ ] Are hard references (TSubclassOf) causing load chains? Can they be Soft Ptrs?111- [ ] Did you clean up verified delegates in `EndPlay`?112113## Limitations114- Use this skill only when the task clearly matches the scope described above.115- Do not treat the output as a substitute for enprojectnment-specific validation, testing, or expert review.116- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.