Habilidades unreal-engine-cpp-pro
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unreal-engine-cpp-pro

Seguro

Master Unreal Engine 5 C++ Development

Writing performant Unreal Engine 5 C++ code requires understanding UObject hygiene, garbage collection, and reflection macros. This skill provides expert guidelines to help you write production-ready game code.

Soporta: Claude Codex Code(CC)
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Pruébalo

Usando "unreal-engine-cpp-pro". How do I prevent memory leaks with UObject pointers in Unreal Engine 5?

Resultado esperado:

Always mark UObject pointers with UPROPERTY() to let the Garbage Collector track them. For objects that must survive GC, use AddToRoot() or TStrongObjectPtr. Clean up any non-UProperty references in EndPlay().

Usando "unreal-engine-cpp-pro". What naming conventions should I follow for Unreal Engine C++ classes?

Resultado esperado:

Use standard prefixes: T for templates (TArray), U for UObjects, A for Actors, S for Slate widgets, F for structs, E for enums, I for interfaces. Booleans get 'b' prefix like bIsActive.

Usando "unreal-engine-cpp-pro". How do I implement an interface in Unreal Engine 5 C++?

Resultado esperado:

Declare the interface with UINTERFACE(), implement it in your class, then check with Implements<UYourInterface>() before calling interface functions. Use IInterfaceName::Execute_Method(Object) for execution.

Auditoría de seguridad

Seguro
v1 • 2/25/2026

All 70 static findings are false positives. The scanner incorrectly flagged Unreal Engine lifecycle methods (BeginPlay, EndPlay, Tick) as system reconnaissance, soft reference patterns (TSoftClassPtr) as weak cryptographic algorithms, and markdown code fences as shell backtick execution. This is a legitimate Unreal Engine 5 C++ development guide with no security concerns.

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Archivos escaneados
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Líneas analizadas
0
hallazgos
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Auditorías totales
No se encontraron problemas de seguridad
Auditado por: claude

Puntuación de calidad

38
Arquitectura
100
Mantenibilidad
87
Contenido
50
Comunidad
100
Seguridad
91
Cumplimiento de la especificación

Lo que puedes crear

Gameplay Programmer

Writing efficient Actor and Component classes with proper GC annotations and performance patterns.

Technical Director

Establishing team coding standards and reviewing C++ pull requests for UE5 best practices.

Mid-level UE Developer

Learning advanced topics like soft references, interface patterns, and memory optimization.

Prueba estos prompts

Basic UPROPERTY Help
How do I properly declare a UObject pointer member variable in Unreal Engine 5 C++? What specifiers should I use for garbage collection?
Performance Optimization
What is the recommended approach to avoid casting in Tick functions? How should I cache component references in Unreal Engine 5?
Blueprint Integration
How do I expose a C++ function to Blueprints using UFUNCTION? What is the difference between BlueprintReadWrite and BlueprintReadOnly?
Asset Loading Strategy
Explain the difference between TSubclassOf, TSoftClassPtr, and TSoftObjectPtr in Unreal Engine 5. When should I use each?

Mejores prácticas

  • Disable tick by default (bCanEverTick = false) and only enable when absolutely necessary, preferring timers and event-driven logic instead.
  • Always use UPROPERTY() for UObject pointers to prevent garbage collection issues and memory leaks.
  • Cache component references in BeginPlay rather than calling GetComponentByClass in Tick functions to avoid performance overhead.

Evitar

  • Using Cast<T>() inside Tick functions - this creates performance overhead on every frame and should be avoided in hot code paths.
  • Storing hard references (TSubclassOf) to large assets - this forces entire subtrees to load and can cause memory spikes during level transitions.
  • Skipping EndPlay cleanup for delegates and timers - this causes crashes when actors are destroyed but callbacks still fire.

Preguntas frecuentes

Does this skill work with both UE4 and UE5?
This skill focuses on Unreal Engine 5.x. Some patterns may work in UE4, but UE5 introduced changes to garbage collection and the reflection system.
Can this skill help me write Blueprint-friendly C++?
Yes, the skill covers UFUNCTION specifiers like BlueprintCallable, BlueprintReadWrite, and BlueprintImplementableEvent for Blueprint integration.
Do I need to know C++ before using this skill?
Basic C++ knowledge is required. This skill teaches Unreal-specific patterns and conventions, not general C++ programming.
Does this skill create code files for me?
No, this skill provides guidance and best practices. For code generation, use Claude Code or Codex with appropriate prompts.
How is this different from official Unreal documentation?
This skill distills expert knowledge into concise, actionable guidelines. The official docs are comprehensive but can be overwhelming for learning.
Can I use this for commercial game development?
Yes, the patterns and practices in this skill follow Epic Games' coding standards used in production games.

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