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app-store-optimization/skills/unreal-engine-cpp-pro/SKILL.md
2026-01-29 12:22:33 +01:00

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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`?