Agent Skill
2/7/2026

unreal-cpp

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

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a5c
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SKILL.md

Nameunreal-cpp
DescriptionUnreal Engine C++ programming skill for UCLASS macros, reflection system, garbage collection, and engine integration.

name: unreal-cpp description: Unreal Engine C++ programming skill for UCLASS macros, reflection system, garbage collection, and engine integration. allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch

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

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

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

Skills Info
Original Name:unreal-cppAuthor:a5c