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Unreal Engine Cpp Pro

Listed
sickn33·vlatest·backend·MIT

This skill provides advanced C++ tools and expertise for developing professional-grade applications within Unreal Engine, streamlining complex workflows.

Install on your platform

Showing Claude Code. One command installs this skill into any of the agents below.

  1. 1

    Run this in your project

    terminal
    $ npx skills add sickn33/agentic-awesome-skills --skill unreal-engine-cpp-pro -a claude-code
  2. Uses the open-source skills CLI and needs Node.js. Add -g to install it for your user instead of this project.

What we know about this skill

Publisher

sickn33

Taken from the source listing. We haven't verified who controls this account.

Install target

Live repository

Not pinned. Installing fetches whatever the repository holds at the time you run the command.

No human has reviewed this code. The checks below are a static scan of the files at one commit — nobody has run this skill or judged whether it works. A skill runs with whatever access you give your agent, so read the source before you install it.

Automated safety checks

scanned

This skill failed 1 of 6 checks. A failure is not proof of bad intent; it means something in the code needs a human to look at it before you run it.

  • Declares what it does: failed

    No SKILL.md was found in the skill's directory.

    SKILL.md exists, its frontmatter parses, and it declares a name and a description.

  • No undeclared network calls: passed

    Makes no network calls.

    Every host the skill dials — from its scripts, its config endpoints or the commands it tells the agent to run — is either well-known package and API infrastructure or declared in its own frontmatter. Links in documentation are not counted.

  • No obfuscated payloads: passed

    No encoded or obfuscated payloads.

    No base64, hex or compressed blob is decoded and then executed, and no encoded shell commands.

  • No credential access: passed

    Reads no keys, tokens, keychains or credential files.

    Neither the code nor the SKILL.md instructions read SSH keys, cloud credentials, keychains, token stores, browser cookie databases or dotfiles that hold secrets.

  • No pipe-to-shell installers: passed

    No pipe-to-shell or download-and-run installers.

    No `curl … | sh` pattern, in the code or in the instructions, that runs code fetched at run time.

  • Pinned to a commit: passed

    Scanned sickn33/antigravity-awesome-skills at 5a4cdd9df8.

    The exact upstream commit SHA that was scanned is recorded, so the result refers to specific bytes.

Scanned
0 files
Copies in repo
3 — all of them scanned
This is a static scan, not a review. It reads the skill's files; it does not run them, and it cannot tell you whether the skill is any good or whether the code does what its description says. A skill runs with whatever access you give your agent.
What each check looks for →

About this skill

What it does

This skill provides expert-level guidance for developing with Unreal Engine 5 using C++. It focuses on writing robust, performant, and standard-compliant code, emphasizing best practices for UObject management, reflection system usage, and performance optimization within the Unreal Engine environment. This is specifically geared towards developers working with C++ in Unreal Engine projects.

When to use it

  • Developing C++ code for Unreal Engine 5.x projects.
  • Writing Actors, Components, or classes derived from UObject.
  • Optimizing performance-critical sections of your Unreal Engine game.
  • Debugging memory leaks or garbage collection issues.
  • Implementing functionality intended to be exposed within Blueprints.

Key capabilities

  • Guidance on UObject and Garbage Collection management (using UPROPERTY(), TStrongObjectPtr<>, IsValid() checks).
  • Expertise in utilizing Unreal's reflection system (UCLASS(), USTRUCT(), UFUNCTION()).
  • Performance optimization techniques, including disabling Tick when not needed, avoiding casts in loops, and using structs appropriately.
  • Adherence to Epic Games’ coding standards and naming conventions (e.g., prefixes like T, U, A, F, E, I, S).
  • Best practices for component lookup and interface implementation.

Example prompts

  • "How do I properly manage UObject references to prevent memory leaks in Unreal Engine 5?"
  • "What's the best way to expose a function from my C++ class to Blueprints?"
  • "Can you show me an example of implementing an interface in Unreal Engine C++?"

Tips & gotchas

  • This skill is specifically for Unreal Engine 5.x projects and C++ development; it's not suitable for Blueprint-only projects or other game engines.
  • Always use UPROPERTY() for UObject member variables to ensure they are tracked by the Garbage Collector.
  • Avoid using GetComponentByClass within Tick functions; instead, perform this lookup in PostInitializeComponents or BeginPlay.