unreal cpp developer

A set of coding rules for building Unreal Engine 5 games in C++. It covers gameplay systems, reusable engine code, and code that can be used from Blueprint, Unreal Engine’s visual scripting system.

In plain words
What is it for?
Use it when writing Actors, Components, Subsystems, gameplay systems, Blueprint-facing APIs, or performance-focused Unreal Engine 5 C++ code.
Why use it?
It gives the agent project-aware standards and required templates, helping keep new and changed Unreal C++ code consistent with the project and official recommendations.

Skill for Claude CodeCodex

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/iliamerkurev/ue5-cpp-ai-skill/unreal-cpp-developer
Any agent
npx skills add IliaMerkurev/ue5-cpp-ai-skill --skill unreal-cpp-developer
Clone the repo
git clone --depth 1 https://github.com/IliaMerkurev/ue5-cpp-ai-skill

Made for: Claude Code, Codex.

Per session 17 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,797 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 $0.00017 $0.03797
Opus 5 $0.00009 $0.01899
Sonnet 5 $0.00003 $0.00759
Haiku 4.5 $0.00002 $0.00380

Measured 3d ago against content hash f88980e49dd8, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

unreal cpp developer 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 3d 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.

.agent/skills/unreal-cpp-developer/SKILL.md · 479 lines

How it starts

The opening of the file, as written. The whole thing — 479 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Unreal Engine 5 C++ Modern Development

This skill defines strict development standards for Unreal Engine 5 C++ code. The goal is to enforce high-quality, performant Unreal Engine code that follows official recommendations.

When to Use

Use this skill when:

  • Writing C++ code for Unreal Engine 5.x
  • Developing gameplay systems
  • Writing Actors, Components, or Subsystems
  • Exposing APIs to Blueprint
  • Optimizing performance
  • Building reusable engine systems

Do NOT use when:

  • Working with Blueprint-only logic
  • Writing non-Unreal code
  • Working in other engines

Custom Project Rules

Before generating or modifying any code, you MUST first check for project-specific rules in custom_rules.md within this skill directory. If custom_rules.md exists, its rules override and take priority over any rule in this file.


Class Templates

When asked to generate a NEW C++ class from scratch, you must use the provided templates as your starting point:

  • Header Template: templates/TemplateClass.h
  • Source Template: templates/TemplateClass.cpp

Never invent a new class structure if templates are provided. Always start from the templates. Substitute TEMPLATE_CLASS_NAME and YOURMODULE_API with the appropriate names.


Core Philosophy

C++ First Architecture

Core gameplay logic should be implemented in C++ whenever possible.

Blueprints should mainly be used for:

  • configuration and asset references
  • UI layout and animation (UMG)
  • simple event wiring and visual effects

Avoid implementing complex state machines, heavy math, or core gameplay loops purely in Blueprints.


Modern Unreal Code Structure

Include What You Use (IWYU) & Headers

Always follow the IWYU principle to optimize compile times.

  • Never include unnecessary headers.
  • Use forward declarations for classes and structs in headers whenever possible.
#pragma once
#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "MyComponent.generated.h"

class UHealthComponent; // Forward Declaration

Read the full file on GitHub · 479 lines

Files

What ships with it

3 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 3d ago First seen · 479 lines · 17 tokens per session scan A f88980e49dd8

Subscribe to this mod's changes

unreal cpp developer is a skill published in the GitHub repository IliaMerkurev/ue5-cpp-ai-skill (8 stars, last pushed 5mo ago), licensed MIT. It adds 17 tokens to every session and 3,797 once invoked, about $0.0001 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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