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Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.
Passed 21 of 22 test cases with the skill, and 20 of 22 without it.
1 fixed20 passed either way1 still failing0 broke
Tokens, turns and time describe resource use, not a dollar price.
A test case the skill fixed. Same model, same prompt, with and without the skill.
I have an actor pointer `AActor* TargetActor` that may implement the `UInteractable` interface. I want to trigger its interaction event from C++ safely without direct hard casting. How should this call be dispatched?
| Checked | Without skill | With skill |
|---|---|---|
| Recommends checking target support using Implements<UInteractable>(). | Passed | Passed |
| Recommends dispatching using IInteractable::Execute_OnInteract. | Missed | Passed |
The instructions your model reads when the skill loads.
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:
test cases passed, vs 20 / 22 without
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