unreal-engine-cpp-blueprints

unreal-engine-cpp-blueprints is a skill for Claude Code, Codex from hamzabellouch/agent-skills. It costs 50 tokens per session (2,341 once invoked), scanned A, original, MIT.

A guide to combining Unreal Engine C++ with Blueprints, Unreal’s visual scripting system. It covers object memory, smart pointers, gameplay abilities, engine subsystems, background tasks, and performance.

In plain words
What is it for?
Use it when designing Unreal gameplay systems, deciding what belongs in C++ or Blueprints, managing objects, or adding multithreading and performance improvements.
Why use it?
It helps keep engine code and visual scripting organized while avoiding memory, threading, and frame-rate problems.

Skill for Claude CodeCodex

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

Good fit Use it when designing Unreal gameplay systems, deciding what belongs in C++ or Blueprints, managing objects, or adding multithreading and performance improvements.

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Install with agentmods
npx agentmods add skills/hamzabellouch/agent-skills/unreal-engine-cpp-blueprints
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.

Any agent
npx skills add hamzabellouch/agent-skills --skill unreal-engine-cpp-blueprints
Clone the repo
git clone --depth 1 https://github.com/hamzabellouch/agent-skills

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.

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README.md
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/hamzabellouch/agent-skills/unreal-engine-cpp-blueprints"><img src="https://agentmods.dev/badge/skills/hamzabellouch/agent-skills/unreal-engine-cpp-blueprints.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,341 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 $0.00050 $0.02341
Opus 5 $0.00025 $0.01171
Sonnet 5 $0.00010 $0.00468
Haiku 4.5 $0.00005 $0.00234

Measured 7d ago against content hash 74ae3e9da980, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

unreal-engine-cpp-blueprints 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 7d 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.

Game Development and Interactive 3D/unreal-engine-cpp-blueprints/SKILL.md · 285 lines

How it starts

The opening of the file, as written. The whole thing — 285 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Engine C++ & Blueprints Architecture

This skill guide provides production-grade architectural patterns, memory management protocols, C++/Blueprint boundary rules, frame budget optimization techniques, and multi-threading patterns for Unreal Engine applications.


1. C++ vs. Blueprint Architectural Boundaries

1.1 Division of Responsibilities

To maintain performance and maintainability in large scale AAA codebases, follow strict layer isolation:

+-------------------------------------------------------------------+
|                        Blueprint Layer                            |
|  - Visual Tweaking & Cosmetic Properties (Materials, FX, Audio)   |
|  - UI Widget Event Hooks (UMG Data Bindings)                      |
|  - Level-Specific Scripting & Animation Blueprint Blending        |
+-------------------------------------------------------------------+
                                  ^
                                  | Exposes UPROPERTY / UFUNCTION
                                  v
+-------------------------------------------------------------------+
|                           C++ Engine Layer                        |
|  - Math & Heavy Computations (Spatial Queries, Pathing, Physics)  |
|  - Core Data Structures & Base Classes (ACharacter, UActorComponent)|
|  - Networking & RPC Serialization (Replication Logic)             |
|  - Subsystems, GAS AttributeSets, and Task Graph Multithreading   |
+-------------------------------------------------------------------+

1.2 Subsystem Architecture

Unreal Engine Subsystems (UGameInstanceSubsystem, UWorldSubsystem, ULocalPlayerSubsystem) provide managed singletons tied automatically to object lifecycles without manual instance creation or teardown.

1.3 Gameplay Ability System (GAS) Setup

Keep GAS core logic strictly in C++:

  • UAbilitySystemComponent: Attach via base C++ classes (ACharacter).
  • UAttributeSet: Define all attributes, clamping logic (PreAttributeChange, PostGameplayEffectExecute), and network replication macros in C++.
  • UGameplayAbility: Implement complex execution calculations in C++; subclass in Blueprints only for montage timing and FX triggers.

Read the full file on GitHub · 285 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. 7d ago First seen · 285 lines · 50 tokens per session scan A 74ae3e9da980

Subscribe to this mod's changes

unreal-engine-cpp-blueprints is a skill published in the GitHub repository hamzabellouch/agent-skills (4 stars, last pushed 1mo ago), licensed MIT. It adds 50 tokens to every session and 2,341 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 2026-09-03.

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