Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
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npx mdskills install sickn33/unreal-engine-cpp-proComprehensive UE5 C++ guide with actionable patterns, performance tips, and Epic coding standards
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() 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();
check(HealthComp); // Fail hard in dev if missing
}
Use interfaces to decouple systems (e.g., Interaction system).
// Interface call check
if (TargetActor->Implements()) {
IInteractable::Execute_OnInteract(TargetActor, this);
}
Avoid hard references (UPROPERTY(EditDefaultsOnly) TSubclassOf) for massive assets which force load orders. Use TSoftClassPtr or TSoftObjectPtr.
UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSoftClassPtr 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?Install via CLI
npx mdskills install sickn33/unreal-engine-cpp-proUnreal Engine Cpp Pro is a free, open-source AI agent skill. Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
Install Unreal Engine Cpp Pro with a single command:
npx mdskills install sickn33/unreal-engine-cpp-proThis downloads the skill files into your project and your AI agent picks them up automatically.
Unreal Engine Cpp Pro works with Claude Code, Claude Desktop, Cursor, Vscode Copilot, Windsurf, Continue Dev, Codex, Gemini Cli, Amp, Roo Code, Goose, Opencode, Trae, Qodo, Command Code. Skills use the open SKILL.md format which is compatible with any AI coding agent that reads markdown instructions.