Unreal Engine Cpp Pro
ListedThis 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
Run this in your project
terminal$ npx skills add sickn33/agentic-awesome-skills --skill unreal-engine-cpp-pro -a claude-code Uses the open-source
skillsCLI and needs Node.js. Add-gto install it for your user instead of this project.
What we know about this skill
Publisher
sickn33
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Install target
Live repository
Not pinned. Installing fetches whatever the repository holds at the time you run the command.
Automated safety checks
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
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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
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No base64, hex or compressed blob is decoded and then executed, and no encoded shell commands.
No credential access: passed
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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
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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.
- Commit
- 5a4cdd9df8
- Scanned
- 0 files
- Copies in repo
- 3 — all of them scanned
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
GetComponentByClasswithin Tick functions; instead, perform this lookup inPostInitializeComponentsorBeginPlay.