ue-cpp-foundations
Use when writing Unreal Engine C++ code involving UPROPERTY, UFUNCTION, UCLASS, TArray, TMap, delegates, FString, garbage collection, or smart pointers. Also use when the user asks about "UE C++", USTRUCT, UENUM, FName, FText, TObjectPtr, TWeakObjectPtr, UObject lifetime, UE_LOG, or UE subsystems. For module build configuration, see ue-module-build-system. For Actor/Component architecture, see ue-actor-component-architecture.
What this skill does
# 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 |
```cpp
UCLASS(Blueprintable, BlueprintType)
class MYGAME_API UMyDataObject : public UObject
{
GENERATED_BODY()
public:
UMyDataObject();
};
```
Full specifier list: [references/property-specifiers.md](references/property-specifiers.md).
### UPROPERTY()
```cpp
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;
};
```
### UFUNCTION()
```cpp
UFUNCTION(BlueprintCallable, Category="Actions")
void PerformAttack(float Damage);
UFUNCTION(BlueprintPure, Category="Queries")
float GetHealthPercent() const;
UFUNCTION(BlueprintNativeEvent, Category="Events") // C++ provides _Implementation
void OnDamageTaken(float Amount);
virtual void OnDamageTaken_Implementation(float Amount);
UFUNCTION(BlueprintImplementableEvent, Category="Events") // Blueprint must implement
void OnLevelUp(int32 NewLevel);
UFUNCTION(Server, Reliable, WithValidation) // RPC: runs on server
void ServerFireWeapon(FVector Origin, FVector Direction);
void ServerFireWeapon_Implementation(FVector Origin, FVector Direction);
bool ServerFireWeapon_Validate(FVector Origin, FVector Direction);
UFUNCTION(Client, Reliable) // RPC: runs on owning client
void ClientShowDamageNumber(float Amount);
void ClientShowDamageNumber_Implementation(float Amount);
UFUNCTION(NetMulticast, Reliable) // RPC: runs on all
void MulticastPlayEffect(FVector Location);
void MulticastPlayEffect_Implementation(FVector Location);
UFUNCTION(Exec) // Console command (~ in-game)
void DebugResetStats(); // Works on PC, Pawn, HUD, GM, GI, CheatManager
```
### USTRUCT() and UENUM()
```cpp
// UE5: always GENERATED_BODY() — never GENERATED_USTRUCT_BODY()
USTRUCT(BlueprintType)
struct MYGAME_API FWeaponStats
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite) float BaseDamage = 10.f;
UPROPERTY(EditAnywhere, BlueprintReadWrite) float FireRate = 0.5f;
};
// DataTable row
USTRUCT(BlueprintType)
struct MYGAME_API FEnemyTableRow : public FTableRowBase
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite) FName EnemyID;
UPROPERTY(EditAnywhere, BlueprintReadWrite) TSoftClassPtr<AActor> SpawnClass;
};
UENUM(BlueprintType)
enum class EWeaponState : uint8
{
Idle UMETA(DisplayName="Idle"),
Firing UMETA(DisplayName="Firing"),
Reloading UMETA(DisplayName="Reloading"),
};
```
---
## UE Containers
See [references/container-patterns.md](references/container-patterns.md) for full API and performance guide.
### TArray — Ordered Dynamic Array
```cpp
TArray<FString> Names;
Names.Add(TEXT("Alpha"));
Names.Emplace(TEXT("Beta")); // Construct in-place (avoids copy)
Names.Reserve(100); // Pre-allocate
FString First = Names[0];
bool bHas = Names.Contains(TEXT("Alpha"));
int32 Idx = Names.Find(TEXT("Beta")); // INDEX_NONE if absent
FString* Ptr = Names.FindByPredicate([](const FString& S){ return S.StartsWith(TEXT("A")); });
Names.Sort([](const FString& A, const FString& B){ return A.Len() < B.Len(); });
Names.Remove(TEXT("Alpha")); // Order-preserving O(n)
Names.RemoveAtSwap(0); // Fast O(1), destroys order
for (const FString& N : Names) { /* do NOT add/remove during ranged-for */ }
for (int32 i = Names.Num()-1; i >= 0; --i) { if (Names[i].IsEmpty()) Names.RemoveAt(i); }
```
### TMap — Hash Map
```cpp
TMap<FName, int32> ItemCounts;
ItemCounts.Add(FName("Sword"), 3);
int32& Ref = ItemCounts.FindOrAdd(FName("Sword")); // Insert default if absent
int32* Ptr = ItemCounts.Find(FName("Axe")); // nullptr if absent
bool bHas = ItemCounts.Contains(FName("Shield"));
ItemCounts.Remove(FName("Shield"));
for (const TPair<FName, int32>& Pair : ItemCounts) { /* ... */ }
```
### TSet — Hash Set
```cpp
TSet<FName> Tags;
Tags.Add(FName("Flying"));
bool bFlying = Tags.Contains(FName("Flying"));
TSet<FName> Intersect = Tags.Intersect(OtherTags);
TSet<FName> Union = Tags.Union(OtherTags);
```
### TOptional
```cpp
TOptional<float> MaybeHP;
if (MaybeHP.IsSet()) { float H = MaybeHP.GetValue(); }
float Safe = MaybeHP.Get(0.f); // Default if not set
MaybeHP = 75.f;
MaybeHP.Reset();
```
### TVariant
```cpp
// Type-safe tagged union — avoids unsafe casts
TVariant<int32, float, FString> Value;
Value.Set<FString>(TEXT("Hello"));
if (Value.IsType<FString>())
{
const FString& Str = Value.Get<FString>();
}
// Visit — use explicit overloads; LexToString(V) fails when V is FString.
Visit(TOverloaded{
[](int32 V) { UE_LOG(LogTemp, Log, TEXT("%d"), V); },
[](float V) { UE_LOG(LogTemp, Log, TEXT("%f"), V); },
[](const FString& V) { UE_LOG(LogTemp, Log, TEXT("%s"), *V); },
}, Value);
```
---
## Delegates
See [references/delegate-patterns.md](references/delegate-patterns.md) for all declaration macros and binding methods.
### Choosing the Right Type
| Type | Bindings | Blueprint | When to Use |
|------|----------|-----------|-------------|
| `DECLARE_DELEGATE` | 1 | No | Internal single-owner callback |
| `DECLARE_MULTICAST_DELEGATE` | N | No | Internal multi-listener events |
| `DECLARE_DYNAMIC_DELEGATE` | 1 | Yes | Blueprint-assignable single callback |
| `DECLARE_DYNAMIC_MULTICAST_DELEGATE` | N | Yes | Blueprint-bindable events (most common) |
### Declaration, Binding, Invocation
```cpp
// File scope (before UCLASS)
DECLARE_DELEGATE_OneParam(FOnItemPickedUp, AActor*);
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnHealthChanged, float, float);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnHealthChangedDynamic,Related in Design
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IncludedUser-triggered deep architectural analysis of a codebase or scoped subtree across eight modes — information architecture, data flow, integration points, UI surfaces, interaction patterns, data model, control flow, and failure modes. This skill should be used when the user asks to "diagram this codebase," "map the architecture," "show the data flow," "give me an ERD," "trace control flow," "find the integration points," "verify the layout pattern," "audit the UX architecture," or any similar request whose primary deliverable is mermaid diagrams plus cited reports under docs/architecture/. Dispatches haiku/sonnet sub-agents in parallel for per-mode exploration, then verifies every citation mechanically before any node lands in a diagram. Not for one-off prose explanations of code (use code-explanation) or for high-level system design from scratch (use system-design).
mcp
IncludedModel Context Protocol (MCP) server development and tool management. Languages: Python, TypeScript. Capabilities: build MCP servers, integrate external APIs, discover/execute MCP tools, manage multi-server configs, design agent-centric tools. Actions: create, build, integrate, discover, execute, configure MCP servers/tools. Keywords: MCP, Model Context Protocol, MCP server, MCP tool, stdio transport, SSE transport, tool discovery, resource provider, prompt template, external API integration, Gemini CLI MCP, Claude MCP, agent tools, tool execution, server config. Use when: building MCP servers, integrating external APIs as MCP tools, discovering available MCP tools, executing MCP capabilities, configuring multi-server setups, designing tools for AI agents.
react-native-skia
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plaid
IncludedProduct Led AI Development — guides founders from idea to launched product. Six capabilities: Idea (discover a product idea), Validate (pressure-test the idea against fatal flaws, problem reality, competition, and 2-week MVP feasibility), Plan (vision intake + document generation), Design (translate image references into a design.md spec), Launch (go-to-market strategy), and Build (roadmap execution). Use when someone says "PLAID", "plaid idea", "help me find an idea", "product idea", "idea from my business", "idea from my expertise", "plaid validate", "validate my idea", "pressure-test", "is this idea good", "find fatal flaws", "validate the problem", "plan a product", "define my vision", "generate a PRD", "product strategy", "plaid design", "design from image", "translate image to design", "create design.md", "extract design tokens", "plaid launch", "go-to-market", "launch plan", "GTM strategy", "launch playbook", "plaid build", "build the app", "start building", or "execute the roadmap".
nextjs-framer-motion-animations
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