git clone https://github.com/ComeOnOliver/skillshub
T=$(mktemp -d) && git clone --depth=1 https://github.com/ComeOnOliver/skillshub "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/quodsoler/unreal-engine-skills/ue-actor-component-architecture" ~/.claude/skills/comeonoliver-skillshub-ue-actor-component-architecture && rm -rf "$T"
skills/quodsoler/unreal-engine-skills/ue-actor-component-architecture/SKILL.mdUE Actor-Component Architecture
You are an expert in Unreal Engine's Actor-Component architecture.
Project Context
Before responding, read
.agents/ue-project-context.md for the project's subsystem inventory, coding conventions, and any existing actor hierarchies or component patterns. This tells you which base classes are established and what naming conventions apply.
Information Gathering
Clarify the developer's specific need before diving in:
- New actor from scratch, or adding behavior to an existing one?
- Logic-only (UActorComponent) or needs world position (USceneComponent)?
- Spawning requirement (deferred init, pooling, net-spawned)?
- Lifecycle bug (BeginPlay/Constructor confusion, component not initialized)?
- Cross-actor behavior via interfaces?
Core Architecture Mental Model
Unreal's Actor-Component system is composition over inheritance. An
AActor is a container that owns components. Behavior, rendering, collision, and logic are all expressed through UActorComponent subclasses.
UObject └── AActor (placeable/spawnable world entity) └── owns N x UActorComponent (reusable behavior units) └── USceneComponent (adds transform + attachment) └── UPrimitiveComponent (adds collision + rendering)
AActor is a full UObject — never new/delete an actor. Always use SpawnActor and Destroy.
Actor Lifecycle
Full event order and safety rules are in
references/actor-lifecycle.md. Key sequence:
Constructor → CreateDefaultSubobject, tick config, default values PostActorCreated → spawned actors only; before construction script PostInitializeComponents → all components initialized; world accessible BeginPlay → game running; full logic OK; components BeginPlay fires here Tick(DeltaTime) → per-frame; each ticking component's TickComponent fires EndPlay(EEndPlayReason) → cleanup; ClearAllTimers; call Super Destroyed → pre-GC; avoid complex logic
Constructor vs BeginPlay
Constructor runs first on the Class Default Object (CDO) — an archetype used for default values.
GetWorld() returns nullptr on the CDO. Never access the world or other actors in the constructor.
// CORRECT — constructor-time only AMyActor::AMyActor() { MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh")); SetRootComponent(MeshComp); PrimaryActorTick.bCanEverTick = true; PrimaryActorTick.TickInterval = 0.1f; } // CORRECT — world-dependent code belongs in BeginPlay void AMyActor::BeginPlay() { Super::BeginPlay(); // Required — always call Super GetWorld()->SpawnActor<AProjectile>(...); }
PostInitializeComponents
Called before BeginPlay; components are initialized; world exists. Use it to bind delegates to own components.
void AMyCharacter::PostInitializeComponents() { Super::PostInitializeComponents(); HealthComponent->OnDeath.AddDynamic(this, &AMyCharacter::HandleDeath); }
EndPlay — reasons matter
| Reason | When |
|---|---|
| called explicitly |
| Map change |
| PIE session ended |
| Level streaming unloaded the sublevel |
| Application shutdown |
void AMyActor::EndPlay(const EEndPlayReason::Type EndPlayReason) { GetWorld()->GetTimerManager().ClearAllTimersForObject(this); Super::EndPlay(EndPlayReason); }
Network lifecycle note
Replicated actors: on clients,
BeginPlay may fire before all replicated properties arrive. Use OnRep_ callbacks for initialization that depends on replicated state. PostNetReceive() fires after each replication update (including the initial one); guard one-time setup inside it with a bHasInitialized flag. PostNetInit is not a standard AActor virtual and should not be used as a general init hook.
Component System
The three layers
| Class | Transform | Rendering/Collision | Use for |
|---|---|---|---|
| No | No | Pure logic — health, inventory, AI data |
| Yes | No | Transform anchors, grouping, pivot points |
| Yes | Yes | Meshes, shapes, anything visible or collidable |
Notable subclasses:
UStaticMeshComponent, USkeletalMeshComponent, shape primitives (UCapsuleComponent, UBoxComponent, USphereComponent), UWidgetComponent (3D UI in world space — requires "UMG" module), USpringArmComponent + UCameraComponent, UChildActorComponent. See references/component-types.md.
Component creation
In the constructor (for default components that appear in the Details panel):
AMyActor::AMyActor() { // CreateDefaultSubobject registers the component as a subobject — // it is serialized with the actor and visible in Blueprint editors. MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh")); SetRootComponent(MeshComp); ArrowComp = CreateDefaultSubobject<UArrowComponent>(TEXT("Arrow")); ArrowComp->SetupAttachment(MeshComp); // Parent set here; no world needed HealthComp = CreateDefaultSubobject<UHealthComponent>(TEXT("Health")); // Logic-only components need no attachment }
At runtime (dynamic addition):
void AMyActor::AddLight() { // NewObject creates but does NOT register with the world UPointLightComponent* Light = NewObject<UPointLightComponent>(this, UPointLightComponent::StaticClass(), TEXT("DynamicLight")); Light->SetupAttachment(GetRootComponent()); Light->RegisterComponent(); // Gives it world presence (render proxy, physics) Light->SetIntensity(5000.f); } void AMyActor::RemoveLight(UActorComponent* Comp) { Comp->DestroyComponent(); // Unregisters and marks for GC } // UnregisterComponent() removes a component from the world without destroying it (reversible). // DestroyComponent() marks it for GC — irreversible. Use Unregister when you may re-enable it later.
Why this distinction matters: constructor-created components are owned subobjects and participate in the actor's GC root. Runtime components via
NewObject are not automatically serialized unless you add them to a UPROPERTY array.
Attachment
// Constructor (SetupAttachment — no world required) SpringArmComp->SetupAttachment(RootComponent); CameraComp->SetupAttachment(SpringArmComp); // Runtime (AttachToComponent — world must exist) WeaponMesh->AttachToComponent( CharMesh, FAttachmentTransformRules::SnapToTargetNotIncludingScale, TEXT("WeaponSocket") // Named socket on the skeletal mesh ); WeaponMesh->DetachFromComponent(FDetachmentTransformRules::KeepWorldTransform);
Activation
// In constructor — opt out of auto-activation for optional components SoundComp->bAutoActivate = false; // Runtime — Activate() checks ShouldActivate() internally SoundComp->Activate(); SoundComp->Deactivate(); SoundComp->SetActive(true, /*bReset=*/false);
Spawning
Standard spawn
FActorSpawnParameters Params; Params.Owner = this; Params.Instigator = GetInstigator(); Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn; Params.Name = FName("Enemy_Boss"); // deterministic name for replication (must be unique) AEnemy* Enemy = GetWorld()->SpawnActor<AEnemy>( AEnemy::StaticClass(), Location, Rotation, Params);
Deferred spawning — configure before BeginPlay
Use when the actor's
BeginPlay reads data that must be set before it runs.
AEnemy* Enemy = GetWorld()->SpawnActorDeferred<AEnemy>( AEnemy::StaticClass(), SpawnTransform, Owner, Instigator, ESpawnActorCollisionHandlingMethod::AlwaysSpawn); if (Enemy) { Enemy->SetEnemyData(EnemyDataAsset); // Set BEFORE BeginPlay Enemy->FinishSpawning(SpawnTransform); // FinishSpawning triggers PostInitializeComponents then BeginPlay }
Object pooling
For high-frequency actors (projectiles, shell casings), repeated
SpawnActor/Destroy creates GC pressure. Pool them: pre-spawn, hide + disable collision to "return," re-enable to "reuse."
AProjectile* AProjectilePool::Get() { for (AProjectile* P : Pool) { // IsHidden() reflects the pool's "inactive" state set on return. // IsActive() exists only on UActorComponent, not on AActor. if (P->IsHidden()) { P->SetActorHiddenInGame(false); P->SetActorEnableCollision(true); return P; } } AProjectile* New = GetWorld()->SpawnActor<AProjectile>(ProjectileClass, ...); Pool.Add(New); return New; }
Ticking
Setup
AMyActor::AMyActor() { PrimaryActorTick.bCanEverTick = true; PrimaryActorTick.bStartWithTickEnabled = false; // Enable in BeginPlay PrimaryActorTick.TickInterval = 0.1f; // ~10 Hz throttle PrimaryActorTick.TickGroup = TG_PostPhysics; // After physics settles }
Tick groups:
TG_PrePhysics (default, input/movement) → TG_DuringPhysics (physics-coupled logic, runs during physics step) → TG_PostPhysics (camera, IK) → TG_PostUpdateWork (final reads).
Component tick: Set
PrimaryComponentTick.bCanEverTick = true in the component constructor, with PrimaryComponentTick.TickGroup for ordering — same API as actor tick.
Tick dependencies
// ActorA ticks after ActorB completes ActorA->AddTickPrerequisiteActor(ActorB); ComponentA->AddTickPrerequisiteComponent(ComponentB);
When NOT to tick
Tick has per-frame cost even when nothing changes. Prefer:
// Delayed/repeating events → FTimerHandle GetWorld()->GetTimerManager().SetTimer(TimerHandle, this, &AMyActor::OnTimerFired, 2.0f, /*bLoop=*/true); // State changes → delegates / multicast delegates HealthComp->OnDeath.AddDynamic(this, &AMyActor::HandleDeath); // Collision events → OnComponentBeginOverlap / OnActorBeginOverlap
Only tick for true per-frame needs: smooth interpolation, physics sub-stepping, streaming queries.
Interfaces (UINTERFACE Pattern)
Interfaces let unrelated actor types respond to the same message without coupling through inheritance. This replaces
Cast<ASpecificType> scattered across your codebase.
Declaration
// IInteractable.h UINTERFACE(MinimalAPI, Blueprintable) class UInteractable : public UInterface { GENERATED_BODY() }; class MYGAME_API IInteractable { GENERATED_BODY() public: // BlueprintNativeEvent: C++ default + Blueprint can override UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="Interaction") void OnInteract(AActor* Instigator); };
Implementation
// AChest.h UCLASS() class AChest : public AActor, public IInteractable { GENERATED_BODY() public: virtual void OnInteract_Implementation(AActor* Instigator) override; };
Calling through the interface
// No cast needed — works on any actor or component if (Target->Implements<UInteractable>()) { // Execute_ prefix required for Blueprint-callable interface functions IInteractable::Execute_OnInteract(Target, GetPawn()); }
Interface vs component: use an interface for a capability declaration ("this can be interacted with") especially when Blueprint classes need to implement it. Use a component when the behavior has its own state, needs ticking, or is reused identically by many actor types.
Composition Patterns
Favor components over deep inheritance
// Wrong: inheritance hierarchy collapses under varied requirements ACharacter → AHero → ASwordHero → AFireSwordHero // Right: flat base + composed components ABaseCharacter + UHealthComponent (HP, damage, death event) + UInventoryComponent (items, equipment) + UAbilityComponent (skill execution) + UStatusComponent (buffs/debuffs)
Component-to-component communication
Components should not hold raw pointers to siblings. Query through the owner or use delegates:
// Query approach UHealthComponent* Health = GetOwner()->FindComponentByClass<UHealthComponent>(); // Delegate approach — total decoupling HealthComp->OnDeath.AddDynamic(AbilityComp, &UAbilityComponent::OnOwnerDied);
Data-driven composition
// UEnemyData (UDataAsset) — varies per enemy type // AEnemy reads configuration at BeginPlay or via SpawnActorDeferred void AEnemy::Initialize(UEnemyData* Data) { HealthComp->SetMaxHealth(Data->MaxHealth); for (TSubclassOf<UActorComponent> CompClass : Data->AdditionalComponents) { UActorComponent* Comp = NewObject<UActorComponent>(this, CompClass); Comp->RegisterComponent(); } }
Common Mistakes and Anti-Patterns
Inheritance abuse
// Wrong — one class per variant UCLASS() class AFireEnemy : public AEnemy { }; UCLASS() class AIceEnemy : public AEnemy { }; // Right — one class, multiple DataAssets // UEnemyData_Fire.uasset, UEnemyData_Ice.uasset → AEnemy reads at BeginPlay
Tick polling instead of events
// Wrong — checked every frame void AMyActor::Tick(float DeltaTime) { if (HealthComp->IsDead()) { HandleDeath(); } } // Right — event-driven, zero per-frame cost void AMyActor::BeginPlay() { Super::BeginPlay(); HealthComp->OnDeath.AddDynamic(this, &AMyActor::HandleDeath); SetActorTickEnabled(false); }
Forgetting Super in lifecycle overrides
Every lifecycle override must call
Super::. Skipping it breaks replication, GC, and Blueprint event forwarding.
// Always void AMyActor::BeginPlay() { Super::BeginPlay(); ... } void AMyActor::EndPlay(...) { ...; Super::EndPlay(EndPlayReason); } void AMyActor::PostInitializeComponents() { Super::PostInitializeComponents(); ... }
Storing raw actor pointers
// Wrong — crashes when the actor is destroyed AActor* CachedTarget; // Right — use TWeakObjectPtr and check IsValid before use TWeakObjectPtr<AActor> CachedTarget; if (CachedTarget.IsValid()) { CachedTarget->DoSomething(); }
Related Skills
— UCLASS, UPROPERTY, UFUNCTION macros underpinning all patterns aboveue-cpp-foundations
— GameMode, PlayerController, Pawn layered on top of this systemue-gameplay-framework
— UPrimitiveComponent channels, sweeps, overlap eventsue-physics-collision
Quick Reference
Constructor CreateDefaultSubobject, SetRootComponent, tick config PostInitialize Bind delegates to own components; world accessible BeginPlay Full game logic; SpawnActor; timer setup Tick Per-frame only; prefer timers/events EndPlay ClearAllTimers; Super required Destroyed Pre-GC; minimal logic CreateDefaultSubobject<T>() Constructor — owned, serialized, editable NewObject<T>() + RegisterComponent() Runtime — dynamic, not auto-serialized SetupAttachment() Constructor parent declaration AttachToComponent() Runtime attachment with transform rules SpawnActor<T>() Standard spawn SpawnActorDeferred<T>() + Finish Configure before BeginPlay fires