unreal-engine-cpp-pro

安装量: 213
排名: #4117

安装

npx skills add https://github.com/sickn33/antigravity-awesome-skills --skill unreal-engine-cpp-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

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?

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