Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
Scanned 9/3/2026
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---
name: unreal-engine-cpp-pro
description: "Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices."
risk: safe
source: self
date_added: "2026-02-27"
---
# 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
1. **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.
2. **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.
3. **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`.
```cpp
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).
```cpp
// 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`.
```cpp
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.
```cpp
DEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All);
UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth);
```
* **Screen Messages**:
```cpp
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.
Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.
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