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:
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Developing C++ code for Unreal Engine 5.x projects
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Writing Actors, Components, or UObject-derived classes
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Optimizing performance-critical code in Unreal Engine
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Debugging memory leaks or garbage collection issues
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Implementing Blueprint-exposed functionality
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Following Epic Games' coding standards and conventions
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Working with Unreal's reflection system (UCLASS, USTRUCT, UFUNCTION)
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Managing asset loading and soft references
Do not use this skill when:
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Working with Blueprint-only projects (no C++ code)
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Developing for Unreal Engine versions prior to 5.x
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Working on non-Unreal game engines
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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).
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Use
TStrongObjectPtr<>if you need to keep a root reference outside of a UObject graph, but preferaddToRoot()generally. -
Understand the
IsValid()check vsnullptr.IsValid()handles pending kill state safely. -
Unreal Reflection System:
Use UCLASS(), USTRUCT(), UENUM(), UFUNCTION() to expose types to the reflection system and Blueprints.
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Minimize
BlueprintReadWritewhen possible; preferBlueprintReadOnlyfor 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.
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Casting: Avoid
Cast<T>()in hot loops. Cache references inBeginPlay. -
Structs vs Classes: Use
Fstructs for data-heavy, non-UObject types to reduce overhead.
Naming Conventions (Strict)
Follow Epic Games' coding standard:
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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_LOGwith 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?