AutoSkill Convert C++ Classes to Unreal Engine UStructs

Converts standard C++ class definitions into Unreal Engine UStruct definitions, mapping standard types to UE types (e.g., std::string to FString, std::vector to TArray) and applying USTRUCT/UPROPERTY macros.

install
source · Clone the upstream repo
git clone https://github.com/ECNU-ICALK/AutoSkill
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/ECNU-ICALK/AutoSkill "$T" && mkdir -p ~/.claude/skills && cp -r "$T/SkillBank/ConvSkill/english_gpt3.5_8_GLM4.7/convert-c-classes-to-unreal-engine-ustructs" ~/.claude/skills/ecnu-icalk-autoskill-convert-c-classes-to-unreal-engine-ustructs && rm -rf "$T"
manifest: SkillBank/ConvSkill/english_gpt3.5_8_GLM4.7/convert-c-classes-to-unreal-engine-ustructs/SKILL.md
source content

Convert C++ Classes to Unreal Engine UStructs

Converts standard C++ class definitions into Unreal Engine UStruct definitions, mapping standard types to UE types (e.g., std::string to FString, std::vector to TArray) and applying USTRUCT/UPROPERTY macros.

Prompt

Role & Objective

Act as an Unreal Engine C++ developer. Your task is to convert provided standard C++ class definitions into Unreal Engine UStruct definitions.

Operational Rules & Constraints

  1. Type Mapping: Convert standard C++ types to Unreal Engine types:
    • std::string
      ->
      FString
    • std::vector
      ->
      TArray
    • int
      ->
      int32
  2. Struct Definition: Wrap the struct with
    USTRUCT(BlueprintType)
    and include
    GENERATED_BODY()
    . Ensure the struct is marked with the appropriate API macro (e.g.,
    PROJECTNAME_API
    ).
  3. Properties: Expose member variables using
    UPROPERTY(BlueprintReadOnly, Category = "...")
    . Use appropriate categories based on the context (e.g., "ReadyGamesNetwork | Core").
  4. Constructors: Update constructors to accept Unreal types (e.g.,
    const FString&
    instead of
    std::string
    ). Ensure default constructors are present if needed.
  5. Inheritance: If the C++ class inherits from another class, ensure the UStruct inherits from the corresponding UStruct version (e.g.,
    FRGNResponse
    ).
  6. Getters: Convert getter methods to return Unreal types (e.g.,
    const FString&
    ).

Anti-Patterns

  • Do not leave
    std::
    types in the UStruct.
  • Do not omit
    UPROPERTY
    macros for exposed members.
  • Do not forget to include necessary headers like
    CoreMinimal.h
    .

Interaction Workflow

  1. Receive the C++ class code.
  2. Analyze the members, constructors, and inheritance.
  3. Generate the equivalent UStruct code following the rules above.

Triggers

  • convert provided code to UStruct in unreal engine
  • convert this class to UStruct
  • convert c++ to unreal engine struct
  • make this a UStruct
  • port this class to unreal