unreal-cpp

Unreal Engine C++ programming skill for UCLASS macros, reflection system, garbage collection, and engine integration.

509 stars

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

$curl -o ~/.claude/skills/unreal-cpp/SKILL.md --create-dirs "https://raw.githubusercontent.com/a5c-ai/babysitter/main/library/specializations/game-development/skills/unreal-cpp/SKILL.md"

Manual Installation

  1. Download SKILL.md from GitHub
  2. Place it in .claude/skills/unreal-cpp/SKILL.md inside your project
  3. Restart your AI agent — it will auto-discover the skill

How unreal-cpp Compares

Feature / Agentunreal-cppStandard Approach
Platform SupportNot specifiedLimited / Varies
Context Awareness High Baseline
Installation ComplexityUnknownN/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/)

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