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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.
  2. 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.
  3. 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?

Frequently Asked Questions

What is unreal-engine-cpp-pro?

unreal-engine-cpp-pro is an expert AI persona designed to improve your coding workflow. Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices. It provides senior-level context directly within your IDE.

How do I install the unreal-engine-cpp-pro skill in Cursor or Windsurf?

To install the unreal-engine-cpp-pro skill, download the package, extract the files to your project's .cursor/skills directory, and type @unreal-engine-cpp-pro in your editor chat to activate the expert instructions.

Is unreal-engine-cpp-pro free to download?

Yes, the unreal-engine-cpp-pro AI persona is completely free to download and integrate into compatible Agentic IDEs like Cursor, Windsurf, Github Copilot, and Anthropic MCP servers.

@

unreal-engine-cpp-pro

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

Download Skill Package

IDE Invocation

@unreal-engine-cpp-pro
COPY

Platform

IDE Native

Price

Free Download

Setup Instructions

Cursor & Windsurf

  1. Download the zip file above.
  2. Extract to .cursor/skills
  3. Type @unreal-engine-cpp-pro in editor chat.

Copilot & ChatGPT

Copy the instructions from the panel on the left and paste them into your custom instructions setting.

"Adding this unreal-engine-cpp-pro persona to my Cursor workspace completely changed the quality of code my AI generates. Saves me hours every week."

A
Alex Dev
Senior Engineer, TechCorp