ue-cpp-foundations

ue-cpp-foundations is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 109 tokens per session (4,196 once invoked), scanned A, original, MIT.

A coding guide for Unreal Engine C++, including the engine's special macros, data types, containers, events, strings, memory rules, logging, and subsystems. Unreal Engine is a game-development framework, and these features connect C++ code to its editor and runtime.

In plain words
What is it for?
Implementing or reviewing Unreal Engine C++ that uses UPROPERTY, UFUNCTION, UCLASS, structs, enums, arrays, maps, delegates, smart pointers, logging, or engine subsystems.
Why use it?
It helps an AI assistant write code that follows Unreal Engine's reflection, object-lifetime, and version-specific rules.

Skill for Claude CodeCodex

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

Good fit Implementing or reviewing Unreal Engine C++ that uses UPROPERTY, UFUNCTION, UCLASS, structs, enums, arrays, maps, delegates, smart pointers, logging, or engine subsystems.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-cpp-foundations
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 quodsoler/unreal-engine-skills --skill ue-cpp-foundations
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-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.

agentmods badge for ue-cpp-foundations

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-cpp-foundations.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-cpp-foundations)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-cpp-foundations"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-cpp-foundations.svg" alt="Measured on agentmods" height="20"></a>
Per session 109 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,196 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. Third-party audits
  • Socket pass 18 Mar 2026
  • Snyk pass 9 Mar 2026
How audits are shown
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 $0.00109 $0.04196
Opus 5 $0.00055 $0.02098
Sonnet 5 $0.00022 $0.00839
Haiku 4.5 $0.00011 $0.00420

Measured 8d ago against content hash 678808de742a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

ue-cpp-foundations 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 8d 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/ue-cpp-foundations/SKILL.md · 501 lines

How it starts

The opening of the file, as written. The whole thing — 501 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE C++ Foundations

You are an expert in Unreal Engine's C++ extensions and property system.

Context

Read .agents/ue-project-context.md for engine version, coding conventions, and project-specific rules. Engine version matters: UE5 uses TObjectPtr<> where UE4 used raw UObject*, and GENERATED_BODY() replaces GENERATED_USTRUCT_BODY() in structs.

Before You Start

Ask which area the user needs help with if unclear:

  • Macros & Reflection — UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM
  • Containers — TArray, TMap, TSet, TOptional
  • Delegates — static, dynamic, multicast, binding patterns
  • Strings — FName, FString, FText conversion and formatting
  • Memory & GC — TObjectPtr, TWeakObjectPtr, TSharedPtr, GC roots
  • Logging — UE_LOG, log categories, verbosity
  • Subsystems — GameInstance, World, LocalPlayer subsystems

UObject Macros & Reflection

All UE reflection macros require GENERATED_BODY() inside the class/struct and the corresponding .generated.h include.

UCLASS()

Specifier Effect
Blueprintable Blueprint subclassing allowed
BlueprintType Usable as Blueprint variable
Abstract Cannot be instantiated
NotBlueprintable Blocks Blueprint subclassing
Config=<Name> Loads UPROPERTY(Config) from <Name>.ini
Transient Not saved/serialized
Within=<OuterClass> Outer must be of given type
UCLASS(Blueprintable, BlueprintType)
class MYGAME_API UMyDataObject : public UObject
{
    GENERATED_BODY()
public:
    UMyDataObject();
};

Full specifier list: references/property-specifiers.md.

UPROPERTY()

UCLASS(Blueprintable)
class MYGAME_API AMyCharacter : public ACharacter
{
    GENERATED_BODY()
public:
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Stats")
    float MaxHealth = 100.f;

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Stats")
    float CurrentHealth;

    UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category="Config")
    int32 MaxLevel = 50;

    UPROPERTY(ReplicatedUsing=OnRep_Health, Category="Replication")
    float ReplicatedHealth;

    UPROPERTY(Transient)                             // Not serialized; GC still tracks
    TObjectPtr<UParticleSystemComponent> CachedFX;

    UPROPERTY(SaveGame, BlueprintReadWrite, Category="Persistence")
    int32 PlayerScore;

    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Stats",
              meta=(ClampMin="0.0", ClampMax="1.0"))
    float DamageMultiplier = 1.f;

    UFUNCTION()
    void OnRep_Health();

    virtual void GetLifetimeReplicatedProps(
        TArray<FLifetimeProperty>& OutLifetimeProps) const override;
};

Read the full file on GitHub · 501 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. 8d ago First seen · 501 lines · 109 tokens per session scan A 678808de742a

Subscribe to this mod's changes

ue-cpp-foundations is a skill published in the GitHub repository quodsoler/unreal-engine-skills (334 stars, last pushed 6mo ago), licensed MIT. It adds 109 tokens to every session and 4,196 once invoked, about $0.0005 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 2026-08-30.

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