From antigravity-awesome-skills
Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
npx claudepluginhub absjaded/antigravity-awesome-skillsThis skill uses the workspace's default tool permissions.
This skill provides expert-level guidelines for developing with Unreal Engine 5 using C++. It focuses on writing robust, performant, and standard-compliant code.
Verifies tests pass on completed feature branch, presents options to merge locally, create GitHub PR, keep as-is or discard; executes choice and cleans up worktree.
Guides root cause investigation for bugs, test failures, unexpected behavior, performance issues, and build failures before proposing fixes.
Writes implementation plans from specs for multi-step tasks, mapping files and breaking into TDD bite-sized steps before coding.
This skill provides expert-level guidelines for developing with Unreal Engine 5 using C++. It focuses on writing robust, performant, and standard-compliant code.
Use this skill when:
Do not use this skill when:
UObject & Garbage Collection:
UPROPERTY() for UObject* member variables to ensure they are tracked by the Garbage Collector (GC).TStrongObjectPtr<> if you need to keep a root reference outside of a UObject graph, but prefer addToRoot() generally.IsValid() check vs nullptr. IsValid() handles pending kill state safely.Unreal Reflection System:
UCLASS(), USTRUCT(), UENUM(), UFUNCTION() to expose types to the reflection system and Blueprints.BlueprintReadWrite when possible; prefer BlueprintReadOnly for state that shouldn't be trampled by logic in UI/Level BPs.Performance First:
bCanEverTick = false) by default. Only enable it if absolutely necessary. Prefer timers (GetWorldTimerManager()) or event-driven logic.Cast<T>() in hot loops. Cache references in BeginPlay.F structs for data-heavy, non-UObject types to reduce overhead.Follow Epic Games' coding standard:
T (e.g., TArray, TMap).U (e.g., UCharacterMovementComponent).A (e.g., AMyGameMode).S (Slate widgets).F (e.g., FVector).E (e.g., EWeaponState).I (e.g., IInteractable).b (e.g., bIsDead).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
}
Use interfaces to decouple systems (e.g., Interaction system).
// Interface call check
if (TargetActor->Implements<UInteractable>()) {
IInteractable::Execute_OnInteract(TargetActor, this);
}
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
}
}
UE_LOG with custom categories.
DEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All);
UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth);
if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Died!"));
IVisualLoggerDebugSnapshotInterface.UObject* members wrapped in UPROPERTY?EndPlay?