Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
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.
When to Use
Use this skill when:
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
Working with Unreal's reflection system (UCLASS, USTRUCT, UFUNCTION)
Managing asset loading and soft references
Do not use this skill when:
Working with Blueprint-only projects (no C++ code)
Developing for Unreal Engine versions prior to 5.x
Working on non-Unreal game engines
The task is unrelated to Unreal Engine development
Core Principles
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.
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.
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).
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
}
}
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.
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?
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.don't have the plugin yet? install it then click "run inline in claude" again.