unreal-engine-cpp-pro

unreal-engine-cpp-pro is a skill for Claude Code, Codex from Cooperzheng/ue-dev-playbook. It costs 63 tokens per session (2,577 once invoked), scanned A, original, MIT.

A development guide for writing and reviewing C++ code in Unreal Engine 5, a game and 3D application engine.

In plain words
What is it for?
Use it when creating Actors, Components, or UObjects, exposing C++ functions to Blueprints, optimizing code, or investigating garbage-collection and memory problems.
Why use it?
It provides project-aware guidance for Unreal objects, memory cleanup, performance, reflection, asset loading, and Blueprint integration.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

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 skills/cooperzheng/ue-dev-playbook/unreal-engine-cpp-pro
Any agent
npx skills add Cooperzheng/ue-dev-playbook --skill unreal-engine-cpp-pro
Clone the repo
git clone --depth 1 https://github.com/Cooperzheng/ue-dev-playbook

Made for: Claude Code, Codex.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for unreal-engine-cpp-pro

README.md
[![agentmods](https://agentmods.dev/badge/skills/cooperzheng/ue-dev-playbook/unreal-engine-cpp-pro.svg)](https://agentmods.dev/skills/cooperzheng/ue-dev-playbook/unreal-engine-cpp-pro)
Your own site
<a href="https://agentmods.dev/skills/cooperzheng/ue-dev-playbook/unreal-engine-cpp-pro"><img src="https://agentmods.dev/badge/skills/cooperzheng/ue-dev-playbook/unreal-engine-cpp-pro.svg" alt="Measured on agentmods" height="20"></a>
Per session 63 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,577 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 5.1 $0.00063 $0.02577
Opus 5 $0.00032 $0.01288
Sonnet 5 $0.00013 $0.00515
Haiku 4.5 $0.00006 $0.00258

Measured 6d ago against content hash e15d8bf37559, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

unreal-engine-cpp-pro 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 6d 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.

skills/unreal-engine-cpp-pro/SKILL.md · 289 lines

How it starts

The opening of the file, as written. The whole thing — 289 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Engine C++ Pro

Expert-level guidelines for developing with Unreal Engine 5 using C++. Focuses on writing robust, performant, and standard-compliant code.

When to Use

  • Developing C++ code for Unreal Engine 5.x projects
  • Writing Actors, Components, or UObject-derived classes
  • Optimizing performance-critical code
  • Debugging memory leaks or garbage collection issues
  • Implementing Blueprint-exposed functionality
  • Working with Unreal's reflection system (UCLASS, USTRUCT, UFUNCTION)
  • Managing asset loading and soft references

Pre-Flight:新建 C++ 类/文件时的上下文感知

仅在创建新 .h/.cpp 文件时执行(修改现有文件跳过此步骤):

  1. 读同目录现有头文件:读取目标目录下 1-2 个已有的 .h 文件,学习 include 模式、命名风格、UCLASS specifier 习惯。
  2. 不做全项目扫描:项目结构已在项目上下文 Rule 中声明。
  3. 不确定的 API 走验证流程:见下方白名单和 ue-mcp-workflow Rule。

C++ API 免查白名单

以下高频 API 可直接使用,无需 grep 或查文档:

  • Actor: SetActorLocation, SetActorRotation, GetActorLocation, GetActorRotation, SetActorHiddenInGame, K2_SetActorLocation, SetActorTransform, GetTransform, DestroyActor, SetLifeSpan, GetInstigator, GetOwner
  • Component: FindComponentByClass, GetComponentByClass, SetVisibility, SetHiddenInGame, SetRelativeLocation, SetWorldLocation, SetRelativeRotation, SetWorldRotation, RegisterComponent, DestroyComponent
  • Player: GetPlayerController, GetPlayerPawn, GetPlayerCharacter, GetPlayerCameraManager
  • Framework: GetWorld, GetGameMode, GetGameState, GetGameInstance, SpawnActor, SpawnActorDeferred, IsValid
  • UI: SetText, AddToViewport, RemoveFromParent, GetDesiredSize
  • Timer: SetTimer, SetTimerByFunctionName, ClearTimer, ClearAllTimersForObject, GetTimerElapsed
  • Debug: PrintString, DrawDebugLine, DrawDebugSphere, FlushPersistentDebugLines, UE_LOG, AddOnScreenDebugMessage
  • Math: FMath::Clamp, FMath::Lerp, FMath::RandRange, FMath::Abs, FRotator, FVector, FTransform

不在此表中的 API → grep <UE5_ENGINE_PATH>\Engine\Source\Runtime\ 确认签名,grep 无结果则 context7 查文档。

Core Principles

1. UObject & Garbage Collection

  • Always use UPROPERTY() for UObject* member variables to ensure GC tracking
  • Use TStrongObjectPtr<> for root references outside UObject graph
  • Use IsValid() over raw nullptr — handles pending-kill safely
  • Use TWeakObjectPtr for non-owning references that may become invalid

Read the full file on GitHub · 289 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. 6d ago First seen · 289 lines · 63 tokens per session scan A e15d8bf37559

Subscribe to this mod's changes

unreal-engine-cpp-pro is a skill published in the GitHub repository Cooperzheng/ue-dev-playbook (4 stars, last pushed 5mo ago), licensed MIT. It adds 63 tokens to every session and 2,577 once invoked, about $0.0003 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.

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