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.

install
source · Clone the upstream repo
git clone https://github.com/diegosouzapw/awesome-omni-skills
Claude Code · Install into ~/.claude/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"
manifest: skills/unreal-engine-cpp-pro/SKILL.md
source content

Unreal 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

SituationStart hereWhy it matters
First-time use
metadata.json
Confirms repository, branch, commit, and imported path before touching the copied workflow
Provenance review
ORIGIN.md
Gives reviewers a plain-language audit trail for the imported source
Workflow execution
examples/ExampleActor.cpp
Starts with the smallest copied file that materially changes execution
Supporting context
examples/ExampleActor.h
Adds the next most relevant copied source file without loading the entire package
Handoff decision
## Related Skills
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.

  1. Confirm the user goal, the scope of the imported workflow, and whether this skill is still the right router for the task.
  2. Read the overview and provenance files before loading any copied upstream support files.
  3. Load only the references, examples, prompts, or scripts that materially change the outcome for the current request.
  4. Execute the upstream workflow while keeping provenance and source boundaries explicit in the working notes.
  5. Validate the result against the upstream expectations and the evidence you can point to in the copied files.
  6. Escalate or hand off to a related skill when the work moves out of this imported workflow's center of gravity.
  7. 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
    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
    ).

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

  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.

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

  • @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
    - Use when the work is better handled by that native specialization after this imported skill establishes context.

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 familyWhat it gives the reviewerExample path
references
copied reference notes, guides, or background material from upstream
references/n/a
examples
worked examples or reusable prompts copied from upstream
examples/ExampleActor.cpp
scripts
upstream helper scripts that change execution or validation
scripts/n/a
agents
routing or delegation notes that are genuinely part of the imported package
agents/n/a
assets
supporting assets or schemas copied from the source package
assets/n/a

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
    UE_LOG
    with custom categories.
    DEFINE_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
    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
    ?

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.