code-quality

A set of coding rules for keeping Unreal Engine C++ code readable, consistently organized, documented where needed, and split into focused functions and files.

In plain words
What is it for?
It guides class naming, header and source-file structure, directory organization, access sections, and documentation of complex code.
Why use it?
It reduces confusion caused by inconsistent names, oversized functions, misplaced files, and code that is difficult to understand or maintain.

Cursor rule for Cursor

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add rules/stramp/lost-mines-phandelver/code-quality
Clone the repo
git clone --depth 1 https://github.com/Stramp/Lost-Mines-Phandelver

Made for: Cursor.

Per session 1,391 This file is loaded in full into every session.
When invoked 1,391 The same file — it is already loaded in full.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.01391 $0.01391
Opus 5 $0.00696 $0.00696
Sonnet 5 $0.00278 $0.00278
Haiku 4.5 $0.00139 $0.00139

Measured yesterday against content hash d2218f37442f, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

code-quality scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured yesterday.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

.cursor/rules/code-quality.mdc · 182 lines

How it starts

The opening of the file, as written. The whole thing — 182 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Code Quality and Organization

General Principles

  • ALWAYS write clean and readable code
  • ALWAYS follow Unreal Engine standards
  • ALWAYS document complex code
  • ALWAYS keep functions small and focused
  • ALWAYS use descriptive names

Code Organization

File Structure

  • One .h and .cpp file per class
  • File name = class name
  • Organize in subdirectories by functionality:
    • Characters/ - Characters
    • Components/ - Components
    • UI/ - User interface
    • Gameplay/ - Game mechanics
    • Utils/ - Utilities

Organization within Files

  1. Header (.h):

    • Copyright
    • #pragma once
    • Includes
    • Forward declarations
    • UCLASS/USTRUCT/UENUM
    • Class with:
      • Public: constructor, public functions, public UPROPERTY/UFUNCTION
      • Protected: protected functions, protected UPROPERTY/UFUNCTION
      • Private: private members
  2. Implementation (.cpp):

    • Copyright
    • Include corresponding header
    • Project includes
    • Engine includes
    • STL includes (if necessary)
    • Implementations

Consistent Naming

Classes

  • Actors: A prefix (ex: AMyCharacter)
  • UObjects: U prefix (ex: UMyComponent)
  • Structs: F prefix (ex: FPlayerStats)
  • Enums: E prefix (ex: EPlayerState)
  • Interfaces: I prefix (ex: IInteractable)

Variables

  • Booleans: b prefix (ex: bIsRunning)
  • Floats/Ints: PascalCase (ex: Health, MaxHealth)
  • Constants: const + PascalCase (ex: const float MaxSpeed = 1000.0f)

Functions

  • PascalCase (ex: BeginPlay(), TakeDamage())
  • Verbs for actions (ex: CalculateDamage(), SpawnEnemy())
  • Get/Set for properties (ex: GetHealth(), SetHealth())

Comments and Documentation

When to Comment

  • ALWAYS document public functions
  • ALWAYS explain "why" not "what"
  • ALWAYS document complex or non-obvious code
  • NEVER comment obvious code

Comment Format

/**
 * Calculates damage based on weapon type and target defense.
 *
 * @param WeaponType Attacking weapon type
 * @param TargetDefense Target defense value
 * @return Calculated damage (always >= 0)
 */
float CalculateDamage(EWeaponType WeaponType, float TargetDefense);

Read the full file on GitHub · 182 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. yesterday First seen · 182 lines · 1,391 tokens per session scan A d2218f37442f

Subscribe to this mod's changes

code-quality is a cursor rule published in the GitHub repository Stramp/Lost-Mines-Phandelver (2 stars, last pushed 9mo ago), licensed MIT. It adds 1,391 tokens to every session, about $0.0070 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.