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
🏰 Rei Skills — Curated by Rootcastle Engineering & Innovation | Batuhan Ayrıbaş
Engineering Beyond Boundaries | admin@rootcastle.com
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 Use1112Use this skill when:13- Developing C++ code for Unreal Engine 5.x projects14- Writing Actors, Components, or UObject-derived classes15- Optimizing performance-critical code in Unreal Engine16- Debugging memory leaks or garbage collection issues17- Implementing Blueprint-exposed functionality18- Following Epic Games' coding standards and conventions19- Working with Unreal's reflection system (UCLASS, USTRUCT, UFUNCTION)20- Managing asset loading and soft references2122Do not use this skill when:23- Working with Blueprint-only projects (no C++ code)24- Developing for Unreal Engine versions prior to 5.x25- Working on non-Unreal game engines26- The task is unrelated to Unreal Engine development2728## Core Principles29301. **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.34352. **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.38393. **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.4344## Naming Conventions (Strict)4546Follow Epic Games' coding standard:4748* **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`).5657## Common Patterns5859### 1. Robust Component Lookup60Avoid `GetComponentByClass` in `Tick`. Do it in `PostInitializeComponents` or `BeginPlay`.6162```cpp63void AMyCharacter::PostInitializeComponents() {64 Super::PostInitializeComponents();65 HealthComp = FindComponentByClass<UHealthComponent>();66 check(HealthComp); // Fail hard in dev if missing67}68```6970### 2. Interface Implementation71Use interfaces to decouple systems (e.g., Interaction system).7273```cpp74// Interface call check75if (TargetActor->Implements<UInteractable>()) {76 IInteractable::Execute_OnInteract(TargetActor, this);77}78```7980### 3. Async Loading (Soft References)81Avoid hard references (`UPROPERTY(EditDefaultsOnly) TSubclassOf<AActor>`) for massive assets which force load orders. Use `TSoftClassPtr` or `TSoftObjectPtr`.8283```cpp84UPROPERTY(EditAnywhere, BlueprintReadWrite)85TSoftClassPtr<AWeapon> WeaponClassToLoad;8687void AMyCharacter::Equip() {88 if (WeaponClassToLoad.IsPending()) {89 WeaponClassToLoad.LoadSynchronous(); // Or use StreamableManager for async90 }91}92```9394## Debugging9596* **Logging**: Use `UE_LOG` with custom categories.97 ```cpp98 DEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All);99 UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth);100 ```101* **Screen Messages**:102 ```cpp103 if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Died!"));104 ```105* **Visual Logger**: extremely useful for AI debugging. Implement `IVisualLoggerDebugSnapshotInterface`.106107## Checklist before PR108109- [ ] 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`?113114---115116> 🏰 **Rei Skills** — Curated by [Rootcastle Engineering & Innovation](https://www.rootcastle.com) | Batuhan Ayrıbaş 117> Engineering Beyond Boundaries | admin@rootcastle.com