unreal-cpp
Unreal Engine C++ programming skill for UCLASS macros, reflection system, garbage collection, and engine integration.
Best use case
unreal-cpp is best used when you need a repeatable AI agent workflow instead of a one-off prompt.
Unreal Engine C++ programming skill for UCLASS macros, reflection system, garbage collection, and engine integration.
Teams using unreal-cpp should expect a more consistent output, faster repeated execution, less prompt rewriting.
When to use this skill
- You want a reusable workflow that can be run more than once with consistent structure.
When not to use this skill
- You only need a quick one-off answer and do not need a reusable workflow.
- You cannot install or maintain the underlying files, dependencies, or repository context.
Installation
Claude Code / Cursor / Codex
Manual Installation
- Download SKILL.md from GitHub
- Place it in
.claude/skills/unreal-cpp/SKILL.mdinside your project - Restart your AI agent — it will auto-discover the skill
How unreal-cpp Compares
| Feature / Agent | unreal-cpp | Standard Approach |
|---|---|---|
| Platform Support | Not specified | Limited / Varies |
| Context Awareness | High | Baseline |
| Installation Complexity | Unknown | N/A |
Frequently Asked Questions
What does this skill do?
Unreal Engine C++ programming skill for UCLASS macros, reflection system, garbage collection, and engine integration.
Where can I find the source code?
You can find the source code on GitHub using the link provided at the top of the page.
SKILL.md Source
# Unreal C++ Skill
C++ programming for Unreal Engine development.
## Overview
This skill provides capabilities for implementing Unreal Engine gameplay and systems using C++, including the reflection system, macros, and engine integration.
## Capabilities
### UCLASS System
- Implement UCLASS macros
- Handle UPROPERTY specifiers
- Create UFUNCTION methods
- Manage USTRUCT types
### Memory Management
- Use smart pointers
- Handle garbage collection
- Manage object lifecycles
- Implement weak references
### Engine Integration
- Create Actor classes
- Implement Components
- Handle Subsystems
- Create Plugins
### Blueprint Exposure
- Expose C++ to Blueprint
- Handle BlueprintCallable
- Implement BlueprintNativeEvent
- Create Blueprint Function Libraries
## Prerequisites
- Unreal Engine 5.0+
- Visual Studio 2022 / Rider
- C++ programming knowledge
## Usage Patterns
### Actor Class
```cpp
UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
AMyCharacter();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
float Health = 100.f;
UFUNCTION(BlueprintCallable, Category = "Combat")
void TakeDamage(float Damage);
protected:
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
};
```
### Component
```cpp
UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class MYGAME_API UHealthComponent : public UActorComponent
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintAssignable)
FOnHealthChanged OnHealthChanged;
UFUNCTION(BlueprintCallable)
void ModifyHealth(float Delta);
private:
UPROPERTY(EditDefaultsOnly)
float MaxHealth = 100.f;
float CurrentHealth;
};
```
## Best Practices
1. Use UPROPERTY for GC visibility
2. Forward declare where possible
3. Use interfaces for decoupling
4. Profile with Unreal Insights
5. Follow Unreal coding standards
## References
- [Unreal C++ Documentation](https://docs.unrealengine.com/5.0/en-US/programming-with-cplusplus-in-unreal-engine/)Related Skills
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