Unreal Engine C++ programming skill for UCLASS macros, reflection system, garbage collection, and engine integration.
Scanned 9/2/2026
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---
name: unreal-cpp
description: Unreal Engine C++ programming skill for UCLASS macros, reflection system, garbage collection, and engine integration.
allowed-tools: Read, Grep, Write, Bash, Edit, Glob, WebFetch
graph:
domains: [domain:gaming]
specializations: [specialization:game-development]
skillAreas: [skill-area:game-engines, skill-area:gameplay-programming]
roles: [role:game-developer]
---
# Unreal C++ Skill
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
```cpp
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
```cpp
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
- [Unreal C++ Documentation](https://docs.unrealengine.com/5.0/en-US/programming-with-cplusplus-in-unreal-engine/)
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