coding-standards

Formatting and coding rules for Unreal Engine C++ projects, covering indentation, comments, function size, constants, and error checks. Unreal Engine is a game-development engine used with C++.

In plain words
What is it for?
Use them when writing or reviewing Unreal C++ code, documenting functions, organizing logic, and adding checks for invalid states.
Why use it?
They reduce inconsistent code and make common mistakes easier to spot during development and review.

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/coding-standards
Clone the repo
git clone --depth 1 https://github.com/Stramp/Lost-Mines-Phandelver

Made for: Cursor.

Per session 0 Nothing until a file matches its globs; then the whole rule loads.
When invoked 593 The whole file, excluding the scripts and references it only reads on demand.
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 $0.00000 $0.00593
Opus 5 $0.00000 $0.00296
Sonnet 5 $0.00000 $0.00119
Haiku 4.5 $0.00000 $0.00059

Measured 2d ago against content hash f23ef9639db6, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

coding-standards 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 2d ago.

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/coding-standards.mdc · 72 lines

How it starts

The opening of the file, as written. The whole thing — 72 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Code Standards - Unreal Engine 5.7

Formatting

  • ALWAYS use tab indentation (Unreal standard, not spaces)
  • Maximum 120 characters per line
  • Spaces around operators: if (bIsActive && Health > 0)
  • Braces on same line for functions and classes:
    void MyFunction()
    {
        // code
    }
    
  • Use spaces after commas: TArray<int32> Array = {1, 2, 3};

Comments

  • Use // for single-line comments
  • Use /* */ for multi-line comments
  • ALWAYS document public functions with descriptive comments
  • Explain "why" not "what" in complex comments
  • Use // TODO: for future tasks
  • Use // FIXME: for known bugs

Code Organization

  • Declare variables at the beginning of scope
  • Group related functions
  • Keep functions focused and small (ideally < 50 lines)
  • ALWAYS use const when appropriate:
    • const in parameters that are not modified
    • const in methods that don't modify the object
    • const in variables that don't change

Error Handling and Assertions

  • check() - Assertion that breaks the game in debug (removed in Shipping)
    check(PlayerController != nullptr);
    
  • ensure() - Check that logs but doesn't break the game
    ensureMsgf(Health > 0, TEXT("Health should be positive"));
    
  • verify() - Similar to check but executes in all builds
  • ensureAlways() - Similar to ensure but executes in all builds
  • Return boolean values or error codes when appropriate
  • ALWAYS log errors using UE_LOG() with appropriate levels:
    UE_LOG(LogTemp, Error, TEXT("Failed to initialize: %s"), *ErrorMessage);
    UE_LOG(LogTemp, Warning, TEXT("Health is low: %f"), Health);
    UE_LOG(LogTemp, Log, TEXT("Player spawned"));
    

Log Levels

  • Error - Critical errors that prevent functioning
  • Warning - Warnings about potential problems
  • Log - General information
  • Verbose - Detailed information (disabled by default)
  • VeryVerbose - Very detailed information (disabled by default)

Read the full file on GitHub · 72 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. 2d ago First seen · 72 lines · 0 tokens per session scan A f23ef9639db6

Subscribe to this mod's changes

coding-standards is a cursor rule published in the GitHub repository Stramp/Lost-Mines-Phandelver (2 stars, last pushed 9mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 593 tokens. 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.