Awesome-omni-skills unreal-engine-cpp-pro
Unreal Engine C++ Pro workflow skill. Use this skill when the user needs Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
git clone https://github.com/diegosouzapw/awesome-omni-skills
T=$(mktemp -d) && git clone --depth=1 https://github.com/diegosouzapw/awesome-omni-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/unreal-engine-cpp-pro" ~/.claude/skills/diegosouzapw-awesome-omni-skills-unreal-engine-cpp-pro && rm -rf "$T"
skills/unreal-engine-cpp-pro/SKILL.mdUnreal Engine C++ Pro
Overview
This public intake copy packages
plugins/antigravity-awesome-skills-claude/skills/unreal-engine-cpp-pro from https://github.com/sickn33/antigravity-awesome-skills into the native Omni Skills editorial shape without hiding its origin.
Use it when the operator needs the upstream workflow, support files, and repository context to stay intact while the public validator and private enhancer continue their normal downstream flow.
This intake keeps the copied upstream files intact and uses
metadata.json plus ORIGIN.md as the provenance anchor for review.
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.
Imported source sections that did not map cleanly to the public headings are still preserved below or in the support files. Notable imported sections: Naming Conventions (Strict), Common Patterns, Debugging, Checklist before PR, Limitations.
When to Use This Skill
Use this section as the trigger filter. It should make the activation boundary explicit before the operator loads files, runs commands, or opens a pull request.
- Developing C++ code for Unreal Engine 5.x projects
- Writing Actors, Components, or UObject-derived classes
- Optimizing performance-critical code in Unreal Engine
- Debugging memory leaks or garbage collection issues
- Implementing Blueprint-exposed functionality
- Following Epic Games' coding standards and conventions
Operating Table
| Situation | Start here | Why it matters |
|---|---|---|
| First-time use | | Confirms repository, branch, commit, and imported path before touching the copied workflow |
| Provenance review | | Gives reviewers a plain-language audit trail for the imported source |
| Workflow execution | | Starts with the smallest copied file that materially changes execution |
| Supporting context | | Adds the next most relevant copied source file without loading the entire package |
| Handoff decision | | Helps the operator switch to a stronger native skill when the task drifts |
Workflow
This workflow is intentionally editorial and operational at the same time. It keeps the imported source useful to the operator while still satisfying the public intake standards that feed the downstream enhancer flow.
- Confirm the user goal, the scope of the imported workflow, and whether this skill is still the right router for the task.
- Read the overview and provenance files before loading any copied upstream support files.
- Load only the references, examples, prompts, or scripts that materially change the outcome for the current request.
- Execute the upstream workflow while keeping provenance and source boundaries explicit in the working notes.
- Validate the result against the upstream expectations and the evidence you can point to in the copied files.
- Escalate or hand off to a related skill when the work moves out of this imported workflow's center of gravity.
- Before merge or closure, record what was used, what changed, and what the reviewer still needs to verify.
Imported Workflow Notes
Imported: Naming Conventions (Strict)
Follow Epic Games' coding standard:
- Templates: Prefix with
(e.g.,T
,TArray
).TMap - UObject: Prefix with
(e.g.,U
).UCharacterMovementComponent - AActor: Prefix with
(e.g.,A
).AMyGameMode - SWidget: Prefix with
(Slate widgets).S - Structs: Prefix with
(e.g.,F
).FVector - Enums: Prefix with
(e.g.,E
).EWeaponState - Interfaces: Prefix with
(e.g.,I
).IInteractable - Booleans: Prefix with
(e.g.,b
).bIsDead
Examples
Example 1: Ask for the upstream workflow directly
Use @unreal-engine-cpp-pro to handle <task>. Start from the copied upstream workflow, load only the files that change the outcome, and keep provenance visible in the answer.
Explanation: This is the safest starting point when the operator needs the imported workflow, but not the entire repository.
Example 2: Ask for a provenance-grounded review
Review @unreal-engine-cpp-pro against metadata.json and ORIGIN.md, then explain which copied upstream files you would load first and why.
Explanation: Use this before review or troubleshooting when you need a precise, auditable explanation of origin and file selection.
Example 3: Narrow the copied support files before execution
Use @unreal-engine-cpp-pro for <task>. Load only the copied references, examples, or scripts that change the outcome, and name the files explicitly before proceeding.
Explanation: This keeps the skill aligned with progressive disclosure instead of loading the whole copied package by default.
Example 4: Build a reviewer packet
Review @unreal-engine-cpp-pro using the copied upstream files plus provenance, then summarize any gaps before merge.
Explanation: This is useful when the PR is waiting for human review and you want a repeatable audit packet.
Best Practices
Treat the generated public skill as a reviewable packaging layer around the upstream repository. The goal is to keep provenance explicit and load only the copied source material that materially improves execution.
- 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.
- 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.
Imported Operating Notes
Imported: Core Principles
-
UObject & Garbage Collection:
- Always use
forUPROPERTY()
member variables to ensure they are tracked by the Garbage Collector (GC).UObject* - Use
if you need to keep a root reference outside of a UObject graph, but preferTStrongObjectPtr<>
generally.addToRoot() - Understand the
check vsIsValid()
.nullptr
handles pending kill state safely.IsValid()
- Always use
-
Unreal Reflection System:
- Use
,UCLASS()
,USTRUCT()
,UENUM()
to expose types to the reflection system and Blueprints.UFUNCTION() - Minimize
when possible; preferBlueprintReadWrite
for state that shouldn't be trampled by logic in UI/Level BPs.BlueprintReadOnly
- Use
-
Performance First:
- Tick: Disable Ticking (
) by default. Only enable it if absolutely necessary. Prefer timers (bCanEverTick = false
) or event-driven logic.GetWorldTimerManager() - Casting: Avoid
in hot loops. Cache references inCast<T>()
.BeginPlay - Structs vs Classes: Use
structs for data-heavy, non-UObject types to reduce overhead.F
- Tick: Disable Ticking (
Troubleshooting
Problem: The operator skipped the imported context and answered too generically
Symptoms: The result ignores the upstream workflow in
plugins/antigravity-awesome-skills-claude/skills/unreal-engine-cpp-pro, fails to mention provenance, or does not use any copied source files at all.
Solution: Re-open metadata.json, ORIGIN.md, and the most relevant copied upstream files. Load only the files that materially change the answer, then restate the provenance before continuing.
Problem: The imported workflow feels incomplete during review
Symptoms: Reviewers can see the generated
SKILL.md, but they cannot quickly tell which references, examples, or scripts matter for the current task.
Solution: Point at the exact copied references, examples, scripts, or assets that justify the path you took. If the gap is still real, record it in the PR instead of hiding it.
Problem: The task drifted into a different specialization
Symptoms: The imported skill starts in the right place, but the work turns into debugging, architecture, design, security, or release orchestration that a native skill handles better. Solution: Use the related skills section to hand off deliberately. Keep the imported provenance visible so the next skill inherits the right context instead of starting blind.
Related Skills
- Use when the work is better handled by that native specialization after this imported skill establishes context.@trpc-fullstack
- Use when the work is better handled by that native specialization after this imported skill establishes context.@trust-calibrator
- Use when the work is better handled by that native specialization after this imported skill establishes context.@turborepo-caching
- Use when the work is better handled by that native specialization after this imported skill establishes context.@tutorial-engineer
Additional Resources
Use this support matrix and the linked files below as the operator packet for this imported skill. They should reflect real copied source material, not generic scaffolding.
| Resource family | What it gives the reviewer | Example path |
|---|---|---|
| copied reference notes, guides, or background material from upstream | |
| worked examples or reusable prompts copied from upstream | |
| upstream helper scripts that change execution or validation | |
| routing or delegation notes that are genuinely part of the imported package | |
| supporting assets or schemas copied from the source package | |
Imported Reference Notes
Imported: Common Patterns
1. Robust Component Lookup
Avoid
GetComponentByClass in Tick. Do it in PostInitializeComponents or BeginPlay.
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).
// 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.
UPROPERTY(EditAnywhere, BlueprintReadWrite) TSoftClassPtr<AWeapon> WeaponClassToLoad; void AMyCharacter::Equip() { if (WeaponClassToLoad.IsPending()) { WeaponClassToLoad.LoadSynchronous(); // Or use StreamableManager for async } }
Imported: Debugging
- Logging: Use
with custom categories.UE_LOGDEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All); UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth); - Screen Messages:
if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Died!")); - Visual Logger: extremely useful for AI debugging. Implement
.IVisualLoggerDebugSnapshotInterface
Imported: Checklist before PR
- Does this Actor need to Tick? Can it be a Timer?
- Are all
members wrapped inUObject*
?UPROPERTY - Are hard references (TSubclassOf) causing load chains? Can they be Soft Ptrs?
- Did you clean up verified delegates in
?EndPlay
Imported: Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.