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 "$T/skills/quodsoler/unreal-engine-skills/ue-cpp-foundations" ~/.claude/skills/comeonoliver-skillshub-ue-cpp-foundations && rm -rf "$T"
skills/quodsoler/unreal-engine-skills/ue-cpp-foundations/SKILL.mdUE C++ Foundations
You are an expert in Unreal Engine's C++ extensions and property system.
Context
Read
.agents/ue-project-context.md for engine version, coding conventions, and project-specific rules. Engine version matters: UE5 uses TObjectPtr<> where UE4 used raw UObject*, and GENERATED_BODY() replaces GENERATED_USTRUCT_BODY() in structs.
Before You Start
Ask which area the user needs help with if unclear:
- Macros & Reflection — UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM
- Containers — TArray, TMap, TSet, TOptional
- Delegates — static, dynamic, multicast, binding patterns
- Strings — FName, FString, FText conversion and formatting
- Memory & GC — TObjectPtr, TWeakObjectPtr, TSharedPtr, GC roots
- Logging — UE_LOG, log categories, verbosity
- Subsystems — GameInstance, World, LocalPlayer subsystems
UObject Macros & Reflection
All UE reflection macros require
GENERATED_BODY() inside the class/struct and the corresponding .generated.h include.
UCLASS()
| Specifier | Effect |
|---|---|
| Blueprint subclassing allowed |
| Usable as Blueprint variable |
| Cannot be instantiated |
| Blocks Blueprint subclassing |
| Loads UPROPERTY(Config) from |
| Not saved/serialized |
| Outer must be of given type |
UCLASS(Blueprintable, BlueprintType) class MYGAME_API UMyDataObject : public UObject { GENERATED_BODY() public: UMyDataObject(); };
Full specifier list: references/property-specifiers.md.
UPROPERTY()
UCLASS(Blueprintable) class MYGAME_API AMyCharacter : public ACharacter { GENERATED_BODY() public: UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Stats") float MaxHealth = 100.f; UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Stats") float CurrentHealth; UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Config") int32 MaxLevel = 50; UPROPERTY(ReplicatedUsing=OnRep_Health, Category="Replication") float ReplicatedHealth; UPROPERTY(Transient) // Not serialized; GC still tracks TObjectPtr<UParticleSystemComponent> CachedFX; UPROPERTY(SaveGame, BlueprintReadWrite, Category="Persistence") int32 PlayerScore; UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Stats", meta=(ClampMin="0.0", ClampMax="1.0")) float DamageMultiplier = 1.f; UFUNCTION() void OnRep_Health(); virtual void GetLifetimeReplicatedProps( TArray<FLifetimeProperty>& OutLifetimeProps) const override; };
UFUNCTION()
UFUNCTION(BlueprintCallable, Category="Actions") void PerformAttack(float Damage); UFUNCTION(BlueprintPure, Category="Queries") float GetHealthPercent() const; UFUNCTION(BlueprintNativeEvent, Category="Events") // C++ provides _Implementation void OnDamageTaken(float Amount); virtual void OnDamageTaken_Implementation(float Amount); UFUNCTION(BlueprintImplementableEvent, Category="Events") // Blueprint must implement void OnLevelUp(int32 NewLevel); UFUNCTION(Server, Reliable, WithValidation) // RPC: runs on server void ServerFireWeapon(FVector Origin, FVector Direction); void ServerFireWeapon_Implementation(FVector Origin, FVector Direction); bool ServerFireWeapon_Validate(FVector Origin, FVector Direction); UFUNCTION(Client, Reliable) // RPC: runs on owning client void ClientShowDamageNumber(float Amount); void ClientShowDamageNumber_Implementation(float Amount); UFUNCTION(NetMulticast, Reliable) // RPC: runs on all void MulticastPlayEffect(FVector Location); void MulticastPlayEffect_Implementation(FVector Location); UFUNCTION(Exec) // Console command (~ in-game) void DebugResetStats(); // Works on PC, Pawn, HUD, GM, GI, CheatManager
USTRUCT() and UENUM()
// UE5: always GENERATED_BODY() — never GENERATED_USTRUCT_BODY() USTRUCT(BlueprintType) struct MYGAME_API FWeaponStats { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite) float BaseDamage = 10.f; UPROPERTY(EditAnywhere, BlueprintReadWrite) float FireRate = 0.5f; }; // DataTable row USTRUCT(BlueprintType) struct MYGAME_API FEnemyTableRow : public FTableRowBase { GENERATED_BODY() UPROPERTY(EditAnywhere, BlueprintReadWrite) FName EnemyID; UPROPERTY(EditAnywhere, BlueprintReadWrite) TSoftClassPtr<AActor> SpawnClass; }; UENUM(BlueprintType) enum class EWeaponState : uint8 { Idle UMETA(DisplayName="Idle"), Firing UMETA(DisplayName="Firing"), Reloading UMETA(DisplayName="Reloading"), };
UE Containers
See references/container-patterns.md for full API and performance guide.
TArray — Ordered Dynamic Array
TArray<FString> Names; Names.Add(TEXT("Alpha")); Names.Emplace(TEXT("Beta")); // Construct in-place (avoids copy) Names.Reserve(100); // Pre-allocate FString First = Names[0]; bool bHas = Names.Contains(TEXT("Alpha")); int32 Idx = Names.Find(TEXT("Beta")); // INDEX_NONE if absent FString* Ptr = Names.FindByPredicate([](const FString& S){ return S.StartsWith(TEXT("A")); }); Names.Sort([](const FString& A, const FString& B){ return A.Len() < B.Len(); }); Names.Remove(TEXT("Alpha")); // Order-preserving O(n) Names.RemoveAtSwap(0); // Fast O(1), destroys order for (const FString& N : Names) { /* do NOT add/remove during ranged-for */ } for (int32 i = Names.Num()-1; i >= 0; --i) { if (Names[i].IsEmpty()) Names.RemoveAt(i); }
TMap — Hash Map
TMap<FName, int32> ItemCounts; ItemCounts.Add(FName("Sword"), 3); int32& Ref = ItemCounts.FindOrAdd(FName("Sword")); // Insert default if absent int32* Ptr = ItemCounts.Find(FName("Axe")); // nullptr if absent bool bHas = ItemCounts.Contains(FName("Shield")); ItemCounts.Remove(FName("Shield")); for (const TPair<FName, int32>& Pair : ItemCounts) { /* ... */ }
TSet — Hash Set
TSet<FName> Tags; Tags.Add(FName("Flying")); bool bFlying = Tags.Contains(FName("Flying")); TSet<FName> Intersect = Tags.Intersect(OtherTags); TSet<FName> Union = Tags.Union(OtherTags);
TOptional
TOptional<float> MaybeHP; if (MaybeHP.IsSet()) { float H = MaybeHP.GetValue(); } float Safe = MaybeHP.Get(0.f); // Default if not set MaybeHP = 75.f; MaybeHP.Reset();
TVariant
// Type-safe tagged union — avoids unsafe casts TVariant<int32, float, FString> Value; Value.Set<FString>(TEXT("Hello")); if (Value.IsType<FString>()) { const FString& Str = Value.Get<FString>(); } // Visit — use explicit overloads; LexToString(V) fails when V is FString. Visit(TOverloaded{ [](int32 V) { UE_LOG(LogTemp, Log, TEXT("%d"), V); }, [](float V) { UE_LOG(LogTemp, Log, TEXT("%f"), V); }, [](const FString& V) { UE_LOG(LogTemp, Log, TEXT("%s"), *V); }, }, Value);
Delegates
See references/delegate-patterns.md for all declaration macros and binding methods.
Choosing the Right Type
| Type | Bindings | Blueprint | When to Use |
|---|---|---|---|
| 1 | No | Internal single-owner callback |
| N | No | Internal multi-listener events |
| 1 | Yes | Blueprint-assignable single callback |
| N | Yes | Blueprint-bindable events (most common) |
Declaration, Binding, Invocation
// File scope (before UCLASS) DECLARE_DELEGATE_OneParam(FOnItemPickedUp, AActor*); DECLARE_MULTICAST_DELEGATE_TwoParams(FOnHealthChanged, float, float); DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnHealthChangedDynamic, float, CurrentHealth, float, MaxHealth); UCLASS() class AMyActor : public AActor { GENERATED_BODY() public: UPROPERTY(BlueprintAssignable, Category="Events") FOnHealthChangedDynamic OnHealthChanged; // Dynamic multicast in UPROPERTY }; // Static single delegate FOnItemPickedUp D; D.BindUObject(this, &AMyCharacter::HandlePickup); D.BindLambda([this](AActor* Item){ UE_LOG(LogTemp, Log, TEXT("%s"), *Item->GetName()); }); D.ExecuteIfBound(SomeActor); // Multicast: add/broadcast/remove FDelegateHandle H = HealthDelegate.AddUObject(this, &AMyHUD::OnHealthChanged); HealthDelegate.Broadcast(75.f, 100.f); HealthDelegate.Remove(H); // Dynamic multicast OnHealthChanged.AddDynamic(this, &AMyCharacter::HandleHealthChange); OnHealthChanged.RemoveDynamic(this, &AMyCharacter::HandleHealthChange); OnHealthChanged.Broadcast(75.f, 100.f);
String Types
| Type | Use For | Comparison | Mutable |
|---|---|---|---|
| Identifiers, asset names, tags | O(1) integer | No |
| General-purpose strings, file paths | O(n) | Yes |
| Player-visible display strings | — | No |
// FName — global name table, case-insensitive O(1) compare FName Tag("WeaponTag_Rifle"); FString S = Tag.ToString(); FName N = FName(*S); // FString — heap string, Printf for formatting FString Msg = FString::Printf(TEXT("HP: %.1f"), Health); UE_LOG(LogTemp, Log, TEXT("%s"), *Msg); // * dereferences to TCHAR* int32 Num = FCString::Atoi(*FString("42")); // FText — localized display text // LOCTEXT requires a namespace defined in the same translation unit: #define LOCTEXT_NAMESPACE "MyGame" FText Label = LOCTEXT("Key", "Assault Rifle"); FText Fmt = FText::Format(LOCTEXT("HP", "HP: {0}/{1}"), FText::AsNumber(Cur), FText::AsNumber(Max)); #undef LOCTEXT_NAMESPACE // Or: NSLOCTEXT("MyGame", "Key", "...") without a define
Conversion:
Name.ToString() → FString, FName(*Str) ← FString, FText::FromString(Str), Text.ToString().
Memory & Garbage Collection
UE's GC tracks every
UObject* reachable from a root. Unreachable objects are destroyed.
// UE5: TObjectPtr<> for UPROPERTY member UObject pointers UPROPERTY() TObjectPtr<UStaticMeshComponent> MeshComp; // GC-tracked, lazy-load aware // Without UPROPERTY — invisible to GC, pointer may dangle UMyObject* UnsafePtr; // BAD // TWeakObjectPtr — non-owning, safe (becomes null after GC) TWeakObjectPtr<AMyActor> WeakRef; if (WeakRef.IsValid()) { WeakRef->DoSomething(); } // TSharedPtr/TWeakPtr — for non-UObject plain C++ types ONLY TSharedPtr<FMyData> Data = MakeShared<FMyData>(); TWeakPtr<FMyData> Weak = Data; if (TSharedPtr<FMyData> Pinned = Weak.Pin()) { Pinned->Process(); } // NEVER use TSharedPtr for UObject-derived types // GC root: AddToRoot (use sparingly) UMyObject* Obj = NewObject<UMyObject>(); Obj->AddToRoot(); // ... Obj->RemoveFromRoot(); // FGCObject: preferred for non-UObject C++ classes holding UObject refs // UE 5.3+: use TObjectPtr<> — raw UObject* crashes with incremental GC. class FMyManager : public FGCObject { public: virtual void AddReferencedObjects(FReferenceCollector& Collector) override { Collector.AddReferencedObject(ManagedObject); } virtual FString GetReferencerName() const override { return TEXT("FMyManager"); } private: TObjectPtr<UMyObject> ManagedObject = nullptr; };
Logging
// MyGameLog.h / .cpp DECLARE_LOG_CATEGORY_EXTERN(LogMyGame, Log, All); DEFINE_LOG_CATEGORY(LogMyGame); // Single-file: DEFINE_LOG_CATEGORY_STATIC(LogLocal, Log, All); UE_LOG(LogMyGame, Log, TEXT("Loaded: %s"), *LevelName); UE_LOG(LogMyGame, Warning, TEXT("HP low: %.1f"), Health); UE_LOG(LogMyGame, Error, TEXT("Spawn failed: %s"), *ClassName); UE_CLOG(Health < 0.f, LogMyGame, Error, TEXT("Negative HP: %.1f"), Health);
| Verbosity | Visible | When |
|---|---|---|
| Always | Crash-level |
| Always | Operation failed |
| Always | Unexpected but recoverable |
| Non-shipping | Standard trace |
| | Fine-grained trace |
Subsystems
Auto-registered singletons — no manual
AddToRoot needed.
| Subsystem | Owner | Persists Level Load | Per Player |
|---|---|---|---|
| | Yes | No |
| | No | No |
| | Yes | Yes |
| | Yes (whole session) | No |
UCLASS() class MYGAME_API UInventorySubsystem : public UGameInstanceSubsystem { GENERATED_BODY() public: virtual void Initialize(FSubsystemCollectionBase& Collection) override; virtual void Deinitialize() override; UFUNCTION(BlueprintCallable) void AddItem(FName ItemID, int32 Count); private: TMap<FName, int32> Inventory; }; // Access — each subsystem type has a different accessor UInventorySubsystem* Inv = GetGameInstance()->GetSubsystem<UInventorySubsystem>(); USpawnSubsystem* Sp = GetWorld()->GetSubsystem<USpawnSubsystem>(); UUIStateSubsystem* UI = GetLocalPlayer()->GetSubsystem<UUIStateSubsystem>(); UMyEngineSubsystem* ES = GEngine->GetEngineSubsystem<UMyEngineSubsystem>();
Subsystems have
Initialize() and Deinitialize() -- override for setup/teardown. UGameInstanceSubsystem persists across map changes; UWorldSubsystem reinitializes per world. Call GetSubsystem<T>() via the owning context (GetGameInstance(), GetWorld(), GetLocalPlayer()).
Replicated Properties
Both
UPROPERTY specifier AND GetLifetimeReplicatedProps are required:
UPROPERTY(ReplicatedUsing = OnRep_Health) float Health; UFUNCTION() void OnRep_Health(); // Called on clients when server updates Health void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutProps) const { Super::GetLifetimeReplicatedProps(OutProps); DOREPLIFETIME_CONDITION(AMyActor, Health, COND_OwnerOnly); // COND_None, COND_OwnerOnly, COND_SkipOwner, COND_SimulatedOnly, COND_InitialOnly }
Conditional Compilation Guards
#if WITH_EDITOR // Editor-only properties — stripped from shipping builds UPROPERTY(EditAnywhere, Category="Debug") bool bShowDebugSpheres = false; virtual void PostEditChangeProperty(FPropertyChangedEvent& E) override; #endif #if !UE_BUILD_SHIPPING // Available in Development + Debug, stripped from Shipping void DrawDebugInfo(); #endif
Common Mistakes
Raw UObject member without UPROPERTY — dangling pointer:*
UMyObject* Obj; // BAD — GC invisible UPROPERTY() TObjectPtr<UMyObject> Obj; // GOOD
Modify TArray during ranged-for — undefined behavior:
for (const AActor* A : Actors) { Actors.Remove(A); } // CRASH for (int32 i = Actors.Num()-1; i >= 0; --i) { if (ShouldRemove(Actors[i])) Actors.RemoveAt(i); }
TSharedPtr on a UObject — GC + refcount conflict:
TSharedPtr<UMyObject> P = MakeShared<UMyObject>(); // BAD — leaks or double-free UPROPERTY() TObjectPtr<UMyObject> P; // GOOD
Missing GetLifetimeReplicatedProps:
void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const { Super::GetLifetimeReplicatedProps(OutLifetimeProps); DOREPLIFETIME(AMyActor, ReplicatedHealth); DOREPLIFETIME_CONDITION(AMyActor, TeamScore, COND_OwnerOnly); }
GENERATED_USTRUCT_BODY() in UE5 structs — use GENERATED_BODY() instead.
AddDynamic with a non-UFUNCTION — compile error or crash at runtime.
Related Skills
- ue-module-build-system — Build.cs, module dependencies, include paths, PCH configuration
- ue-actor-component-architecture — AActor/UActorComponent lifecycle, spawning, tick groups, component setup