Unreal C++ Skill

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Unreal Engine C++ programming skill for UCLASS macros, reflection system, garbage collection, and engine integration.

Instructions available. Your AI can read the instructions. Execution depends on the setup they require.

Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.

Then ask your AI: use the Unreal C++ Skill skill

What this skill tells your AI

The instructions your AI receives, as published by a5c-ai/babysitter in library/specializations/game-development/skills/unreal-cpp/SKILL.md and read by ahel’s review.

C++ programming for Unreal Engine development.

Overview

This skill provides capabilities for implementing Unreal Engine gameplay and systems using C++, including the reflection system, macros, and engine integration.

Capabilities

UCLASS System

  • Implement UCLASS macros
  • Handle UPROPERTY specifiers
  • Create UFUNCTION methods
  • Manage USTRUCT types

Memory Management

  • Use smart pointers
  • Handle garbage collection
  • Manage object lifecycles
  • Implement weak references

Engine Integration

  • Create Actor classes
  • Implement Components
  • Handle Subsystems
  • Create Plugins

Blueprint Exposure

  • Expose C++ to Blueprint
  • Handle BlueprintCallable
  • Implement BlueprintNativeEvent
  • Create Blueprint Function Libraries

Prerequisites

  • Unreal Engine 5.0+
  • Visual Studio 2022 / Rider
  • C++ programming knowledge

Usage Patterns

Actor Class

UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
    GENERATED_BODY()

public:
    AMyCharacter();

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
    float Health = 100.f;

    UFUNCTION(BlueprintCallable, Category = "Combat")
    void TakeDamage(float Damage);

protected:
    virtual void BeginPlay() override;
    virtual void Tick(float DeltaTime) override;
};

Component

UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
class MYGAME_API UHealthComponent : public UActorComponent
{
    GENERATED_BODY()

public:
    UPROPERTY(BlueprintAssignable)
    FOnHealthChanged OnHealthChanged;

    UFUNCTION(BlueprintCallable)
    void ModifyHealth(float Delta);

private:
    UPROPERTY(EditDefaultsOnly)
    float MaxHealth = 100.f;

    float CurrentHealth;
};

Best Practices

  1. Use UPROPERTY for GC visibility
  2. Forward declare where possible
  3. Use interfaces for decoupling
  4. Profile with Unreal Insights
  5. Follow Unreal coding standards

References

Signals

GitHub stars
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Forks
112
Last commit
Sep 2026
Advanced
Item type
skill
Key
unreal-cpp
Source
github.com/a5c-ai/babysitter