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This skill provides expert-level guidelines for developing with Unreal Engine 5 using C++. It focuses on writing robust, performant, and standard-compliant code.
Use this skill when:
Do not use this skill when:
UObject & Garbage Collection:
UPROPERTY() for UObject* member variables to ensure they are tracked by the Garbage Collector (GC).TStrongObjectPtr<> if you need to keep a root reference outside of a UObject graph, but prefer addToRoot() generally.IsValid() check vs nullptr. IsValid() handles pending kill state safely.Unreal Reflection System:
UCLASS(), USTRUCT(), UENUM(), UFUNCTION() to expose types to the reflection system and Blueprints.BlueprintReadWrite when possible; prefer BlueprintReadOnly for state that shouldn't be trampled by logic in UI/Level BPs.Performance First:
bCanEverTick = false) by default. Only enable it if absolutely necessary. Prefer timers (GetWorldTimerManager()) or event-driven logic.Cast<T>() in hot loops. Cache references in BeginPlay.F structs for data-heavy, non-UObject types to reduce overhead.Follow Epic Games' coding standard:
T (e.g., TArray, TMap).U (e.g., UCharacterMovementComponent).A (e.g., AMyGameMode).S (Slate widgets).F (e.g., FVector).E (e.g., EWeaponState).I (e.g., IInteractable).b (e.g., bIsDead).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
}
Use interfaces to decouple systems (e.g., Interaction system).
// Interface call check
if (TargetActor->Implements<UInteractable>()) {
IInteractable::Execute_OnInteract(TargetActor, this);
}
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
}
}
UE_LOG with custom categories.
DEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All);
UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth);
if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Died!"));
IVisualLoggerDebugSnapshotInterface.UObject* members wrapped in UPROPERTY?EndPlay?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.
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.
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.
Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
Download Skill Package.cursor/skills@unreal-engine-cpp-pro in editor chat.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."
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