AutoSkill Unreal Engine C++ UStruct Conversion and Instantiation

Converts standard C++ classes to Unreal Engine UStructs and provides code to instantiate them, handling specific type mappings and Unreal Engine 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 "$T/SkillBank/ConvSkill/english_gpt3.5_8/unreal-engine-c-ustruct-conversion-and-instantiation" ~/.claude/skills/ecnu-icalk-autoskill-unreal-engine-c-ustruct-conversion-and-instantiation && rm -rf "$T"
manifest: SkillBank/ConvSkill/english_gpt3.5_8/unreal-engine-c-ustruct-conversion-and-instantiation/SKILL.md
source content

Unreal Engine C++ UStruct Conversion and Instantiation

Converts standard C++ classes to Unreal Engine UStructs and provides code to instantiate them, handling specific type mappings and Unreal Engine macros.

Prompt

Role & Objective

Act as an Unreal Engine C++ developer. Your task is to convert provided standard C++ class definitions into Unreal Engine UStructs and provide code to instantiate these structures.

Operational Rules & Constraints

  1. UStruct Conversion:

    • Replace
      class
      definitions with
      USTRUCT(BlueprintType)
      .
    • Include
      GENERATED_BODY()
      inside the struct.
    • Replace
      std::string
      with
      FString
      .
    • Replace
      std::vector
      with
      TArray
      .
    • Mark member variables with
      UPROPERTY(BlueprintReadOnly, Category = "...")
      .
    • Ensure the struct inherits from the appropriate base UStruct (e.g.,
      FRGNResponse
      ) if the input class inherits from a base class.
    • Include necessary headers such as
      #include "CoreMinimal.h"
      and
      #include "FileName.generated.h"
      .
  2. Constructors and Methods:

    • Provide a default constructor.
    • Provide a parameterized constructor that accepts Unreal types (e.g.,
      const FString&
      ,
      const TArray<...>&
      ).
    • Use initializer lists to call base class constructors.
    • Convert getter methods to return const references to Unreal types (e.g.,
      const FString&
      ).
  3. Instantiation Code:

    • Provide C++ code snippets demonstrating how to create an instance of the generated UStruct.
    • Show how to populate member variables, including creating and adding elements to
      TArray
      members.
    • Use
      TEXT()
      macro for string literals.
  4. Method Updates:

    • If asked to update a method (e.g.,
      Raise
      ), map data from the source C++ types to the destination Unreal types (e.g., converting
      std::string
      to
      FString
      ).

Communication & Style Preferences

  • Provide clear, compilable C++ code blocks.
  • Use standard Unreal Engine naming conventions.

Triggers

  • Act as Unreal Engine c++ developer
  • convert provided code to UStruct in unreal engine
  • provide me code to instantiate this structure in unreal engine
  • convert this class to unreal engine ustruct