feat: add unreal-engine-cpp-pro

This commit is contained in:
junited31
2026-01-29 19:04:42 +09:00
parent e1dd8f41bc
commit 01731166b5
3 changed files with 194 additions and 0 deletions

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---
name: unreal-engine-cpp-pro
description: Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
---
# Unreal Engine C++ 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.
## Core Principles
1. **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.
2. **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.
3. **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`.
```cpp
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).
```cpp
// 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`.
```cpp
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.
```cpp
DEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All);
UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth);
```
* **Screen Messages**:
```cpp
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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#include "ExampleActor.h"
#include "Components/BoxComponent.h"
#include "Kismet/GameplayStatics.h"
// Define a static log category for this specific file/module
DEFINE_LOG_CATEGORY_STATIC(LogExampleActor, Log, All);
AExampleActor::AExampleActor()
{
// Default to strict settings
PrimaryActorTick.bCanEverTick = false;
PrimaryActorTick.bStartWithTickEnabled = false;
RootCollision = CreateDefaultSubobject<UBoxComponent>(TEXT("RootCollision"));
RootComponent = RootCollision;
bIsActive = true;
}
void AExampleActor::BeginPlay()
{
Super::BeginPlay();
// Cache references here, not in Tick
CachedPC = UGameplayStatics::GetPlayerController(this, 0);
if (bIsActive)
{
UE_LOG(LogExampleActor, Log, TEXT("ExampleActor %s started!"), *GetName());
}
}
void AExampleActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
// Clean up any strict delegates or handles here
Super::EndPlay(EndPlayReason);
}
void AExampleActor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
// Ticking is disabled by default in constructor, so this won't run unless enabled explicitly.
}

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#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ExampleActor.generated.h"
// Forward overrides to reduce compile times
class UBoxComponent;
/**
* AExampleActor
*
* Demonstrates:
* 1. Correct class prefix (A)
* 2. UPROPERTY usage
* 3. Soft references for assets
*/
UCLASS()
class MYGAME_API AExampleActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AExampleActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called when the game ends
virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
/** Component exposed to Blueprint, but immutable logic in C++ */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Components")
UBoxComponent* RootCollision;
/**
* Soft reference to an actor class to lazy load.
* Prevents hard reference chains.
*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Config")
TSoftClassPtr<AActor> ActorTypeToSpawn;
/** Proper boolean naming convention 'b' */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "State")
uint8 bIsActive:1;
private:
/** Cached reference, not exposed to Blueprints */
UPROPERTY(Transient)
APlayerController* CachedPC;
};