ue-cpp-foundations — Claude Code skill: what it does, how to install
Guides AI agents through Unreal Engine 5.8 C++ fundamentals, covering reflection specifiers, smart pointers, garbage collection rules, and subsystems.
npx skills add quodsoler/unreal-engine-skills --skill ue-cpp-foundations -a claude-codeWhat ue-cpp-foundations does
This skill guides code generation for the Unreal Engine 5.8 core object model. It enforces clean reflection standards: placing GENERATED_BODY() on the first line of every reflected type, keeping #include "TypeName.generated.h" as the final header include, and exporting classes via the module API macro. If .agents/ue-project-context.md exists, the agent inspects it for module conventions and active plugins. This prevents header generation issues early.
The instructions cover property specifiers for editor visibility and serialization, along with TObjectPtr and TWeakObjectPtr lifetime handling. The guide also covers dynamic delegates and subsystems like UGameInstanceSubsystem. Reflected types depend on Core, CoreUObject, and Engine. Because APIs are verified strictly against UE 5.8 headers, targeting older engine versions will cause compilation breaks on deprecated syntax.
What it helps with
- apply
UCLASS,UPROPERTY, andUFUNCTIONspecifiers for reflection - manage object lifecycles with
TObjectPtr,TWeakObjectPtr, orFGCObject - declare dynamic multicast delegates and bind methods using
AddDynamic - create game or world subsystems with correct module dependencies
Example prompts for the agent
- Add a replicated health property and a BlueprintNativeEvent damage handler to AMyCharacter.
- Create a custom UGameInstanceSubsystem to manage player session state.
- Declare a dynamic multicast delegate and bind an implementation using AddDynamic.
How to install ue-cpp-foundations
1Skills CLI (Vercel)
npx skills add quodsoler/unreal-engine-skills --skill ue-cpp-foundations -a claude-code2Manually: put the files in place
~/.claude/skills/ue-cpp-foundations/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/ue-cpp-foundations/
1Skills CLI (Vercel)
npx skills add quodsoler/unreal-engine-skills --skill ue-cpp-foundations -a codex2Manually: put the files in place
.agents/skills/ue-cpp-foundations/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add quodsoler/unreal-engine-skills --skill ue-cpp-foundations -a cursor2Manually: put the files in place
.cursor/skills/ue-cpp-foundations/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install quodsoler/unreal-engine-skills ue-cpp-foundations2Manually: put the files in place
.github/skills/ue-cpp-foundations/SKILL.md1Skills CLI (Vercel)
npx skills add quodsoler/unreal-engine-skills --skill ue-cpp-foundations -a gemini-cli2Platform CLI
gemini skills install https://github.com/quodsoler/unreal-engine-skills --path skills/ue-cpp-foundationsManually: put the files in place
.devin/skills/ue-cpp-foundations/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add quodsoler/unreal-engine-skills --skill ue-cpp-foundations -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about ue-cpp-foundations
How do I install ue-cpp-foundations in Claude Code?
Run npx skills add quodsoler/unreal-engine-skills --skill ue-cpp-foundations -a claude-code in your terminal, or place the skill into ~/.claude/skills/ue-cpp-foundations/SKILL.md.
Which Unreal Engine version does this skill target?
It targets Unreal Engine 5.8. The rules are verified against 5.8 headers, while obsolete patterns from earlier releases are marked as deprecated.
Which engine modules must be configured in Build.cs?
The reflected types require Core, CoreUObject, and Engine in PublicDependencyModuleNames. Editor subsystems also require EditorSubsystem and UnrealEd in an editor module.
Source text
SKILL.md · MIT
---
name: ue-cpp-foundations
description: "Use when writing Unreal Engine C++ that touches the reflection system or core types: UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM, GENERATED_BODY, TObjectPtr, TWeakObjectPtr, TSharedPtr, FGCObject, TArray, TMap, TSet, TOptional, TVariant, DECLARE_DYNAMIC_MULTICAST_DELEGATE, AddDynamic, FName, FString, FText, UGameInstanceSubsystem, UWorldSubsystem, GetDefault, TNotNull. Also use when the user mentions 'UE C++', 'garbage collection', 'CDO', 'smart pointers' or 'specifiers'. For Actor and component lifecycle, see ue-actor-component-architecture; for Build.cs and modules, see ue-module-build-system; for Blueprint-facing functions and latent actions, see ue-blueprint-cpp-interop."
metadata:
version: "2.0.0"
engine: "5.8"
---
# UE C++ Foundations
Target engine: **UE 5.8**. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".
This skill covers the C++ layer every Unreal module is built on: reflection macros (`UCLASS`, `UPROPERTY`, `UFUNCTION`, `USTRUCT`, `UENUM`, `UINTERFACE`), containers, delegates, string types, object lifetime and garbage collection, CDO access, and the subsystem family. All of it lives in the `Core`, `CoreUObject` and `Engine` modules (`PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" });`). Editor subsystems additionally need `EditorSubsystem` and `UnrealEd` in an editor-only module.
## Context
Read `.agents/ue-project-context.md` if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.
Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.
| Request is about… | Go to |
|---|---|
| `UCLASS`, `UPROPERTY`, `UFUNCTION`, `USTRUCT`, `UENUM` specifiers | [Reflection Macros](#reflection-macros) |
| `TArray`, `TMap`, `TSet`, `TOptional`, `TVariant` | [Containers](#containers) |
| Delegates, events, `AddDynamic`, `Broadcast` | [Delegates](#delegates) |
| `FName`, `FString`, `FText`, `LOCTEXT` | [String Types](#string-types) |
| `TObjectPtr`, `TWeakObjectPtr`, `TSharedPtr`, GC roots, `FGCObject` | [Object Lifetime and Pointers](#object-lifetime-and-pointers) |
| Class default objects, `GetDefault`, `TNotNull` parameters | [CDO Access and Non-Null Parameters](#cdo-access-and-non-null-parameters) |
| Game instance / world / local player / engine / editor subsystems | [Subsystems](#subsystems) |
| `Replicated`, `ReplicatedUsing`, `GetLifetimeReplicatedProps` | [Replicated Properties](#replicated-properties) |
| `UE_LOG`, log categories | [Logging](#logging) |
| `WITH_EDITOR`, `UE_BUILD_SHIPPING` guards | [Conditional Compilation Guards](#conditional-compilation-guards) |
## Reflection Macros
Every reflected type has `GENERATED_BODY()` as the first line of its body and `#include "TypeName.generated.h"` as the **last** include of its header. Every `UCLASS` in a game module carries the module API macro (`MYGAME_API`). Specifier parsing is case-insensitive (engine headers use both `config=Game` and `Config=Game`). Complete specifier and `meta=` tables: [references/property-specifiers.md](references/property-specifiers.md).
### UCLASS
| Specifier | Effect |
|---|---|
| `Blueprintable` / `BlueprintType` | Allow Blueprint subclasses / use as a Blueprint variable type (`Not…` forms block them) |
| `Abstract` | Cannot be instantiated; subclasses can |
| `Config=Game`, `DefaultConfig` | `UPROPERTY(Config)` members load from `DefaultGame.ini`; `DefaultConfig` also saves there |
| `Transient` | Instances are never saved |
| `ClassGroup=Name` + `meta=(BlueprintSpawnableComponent)` | Component appears in the Add Component menu |
### UPROPERTY
| Group | Specifiers |
|---|---|
| Editor visibility | `EditAnywhere`, `EditDefaultsOnly`, `EditInstanceOnly`, `VisibleAnywhere`, `VisibleDefaultsOnly`, `VisibleInstanceOnly`, `AdvancedDisplay` |
| Blueprint access | `BlueprintReadWrite`, `BlueprintReadOnly`, `BlueprintGetter=Fn`, `BlueprintSetter=Fn`, `BlueprintAssignable` (multicast delegates only) |
| Serialization | `Transient`, `DuplicateTransient`, `SaveGame`, `Config`, `GlobalConfig`, `Instanced`, `SkipSerialization`, `NonTransactional` |
| Replication | `Replicated`, `ReplicatedUsing=OnRep_Fn`, `NotReplicated` |
| Frequent `meta=` keys | `ClampMin`/`ClampMax`, `UIMin`/`UIMax`, `EditCondition`, `EditConditionHides`, `AllowPrivateAccess`, `DisplayName`, `ToolTip`, `Units`, `AllowedClasses`, `MustImplement`, `ExposeOnSpawn`, `TitleProperty` |
```cpp
// MyCharacter.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"
class UStaticMeshComponent;
class UStaticMesh;
UCLASS(Blueprintable)
class MYGAME_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Stats", meta=(ClampMin="1.0"))
float MaxHealth = 100.f;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Stats")
float CurrentHealth = 100.f;
UPROPERTY(Transient)
TObjectPtr<UStaticMeshComponent> CachedMesh; // not serialized, still GC-tracked
UPROPERTY(EditDefaultsOnly, Category="Config")
TSubclassOf<AActor> ProjectileClass; // class reference restricted to AActor subclasses
UPROPERTY(EditDefaultsOnly, Category="Config")
TSoftObjectPtr<UStaticMesh> LazyMesh; // path reference; load on demand
UFUNCTION(BlueprintNativeEvent, Category="Combat")
void OnDamageTaken(float Amount);
virtual void OnDamageTaken_Implementation(float Amount);
};
```
### UFUNCTION
| Specifier | Effect |
|---|---|
| `BlueprintCallable` / `BlueprintPure` | Node with / without execution pins; `BlueprintPure` must not mutate state |
| `BlueprintNativeEvent` | Blueprint may override; the C++ default body is `Name_Implementation` |
| `BlueprintImplementableEvent` | Blueprint implements; no C++ body at all |
| `BlueprintAuthorityOnly` / `BlueprintCosmetic` | Blueprint calls run only with network authority / never on a dedicated server (direct C++ calls are not filtered) |
| `Server`, `Client`, `NetMulticast` with `Reliable` or `Unreliable`, `WithValidation` | RPCs — rules and examples in `ue-networking-replication` |
| `Exec` | Console command; the console routes to PlayerInput, PlayerController, Pawn, HUD, GameMode, CheatManager, GameState, PlayerCameraManager and GameInstance |
| `CallInEditor` | Adds a button to the Details panel |
```cpp
// MyCharacter.cpp — the only body a BlueprintNativeEvent gets in C++
void AMyCharacter::OnDamageTaken_Implementation(float Amount) { CurrentHealth = FMath::Max(0.f, CurrentHealth - Amount); }
```
Function libraries, latent and async nodes, `WorldContext`/`DefaultToSelf`/`ExpandEnumAsExecs` and the rest of the Blueprint-facing `meta=` keys: `ue-blueprint-cpp-interop`.
### USTRUCT, UENUM, UINTERFACE
```cpp
// MyTypes.h
#pragma once
#include "CoreMinimal.h"
#include "MyTypes.generated.h"
USTRUCT(BlueprintType)
struct MYGAME_API FMyWeaponStats
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Weapon")
float BaseDamage = 10.f;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Weapon")
float FireRate = 0.5f;
};
UENUM(BlueprintType)
enum class EMyWeaponState : uint8 // Blueprint-visible enums are enum class : uint8
{
Idle,
Firing UMETA(DisplayName="Firing Weapon"),
MAX UMETA(Hidden)
};
```
- A `UDataTable` row type is a `USTRUCT` deriving from `FTableRowBase` (`Engine/DataTable.h`); see `ue-data-assets-tables`.
- Initialize every `USTRUCT` member in-class; reflected structs are value types copied freely by the engine.
- A polymorphic struct value (any `USTRUCT` derived from a base) is stored as `FInstancedStruct` or typed `TInstancedStruct<FMyBase>` (`StructUtils/InstancedStruct.h`, module `CoreUObject`).
- `UINTERFACE` pairs a `UMyThing : UInterface` stub with an `IMyThing` class; specifier table and a native example are in [references/property-specifiers.md](references/property-specifiers.md#uinterface-specifiers). Blueprint-implementable interfaces belong to `ue-blueprint-cpp-interop`.
## Containers
Full API, iteration and performance notes: [references/container-patterns.md](references/container-patterns.md). Containers of UObject pointers are GC-tracked only as `UPROPERTY() TArray<TObjectPtr<T>>` (likewise `TMap`/`TSet`).
```cpp
TArray<FString> Names;
Names.Add(TEXT("Alpha"));
Names.Emplace(TEXT("Beta")); // construct in place
Names.Reserve(100); // pre-size before a known number of Adds
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); // O(1), reorders
for (int32 i = Names.Num() - 1; i >= 0; --i) { if (Names[i].IsEmpty()) { Names.RemoveAt(i); } } // never mutate inside ranged-for
TMap<FName, int32> ItemCounts;
int32& Count = ItemCounts.FindOrAdd(FName("Sword")); // inserts default if absent
int32* Found = ItemCounts.Find(FName("Axe")); // nullptr if absent
for (const TPair<FName, int32>& Pair : ItemCounts) { UE_LOG(LogMyGame, Log, TEXT("%s x%d"), *Pair.Key.ToString(), Pair.Value); }
TSet<FName> Tags;
Tags.Add(FName("Flying"));
bool bFlying = Tags.Contains(FName("Flying")); // hashed, no duplicates
TOptional<float> MaybeHP;
float Safe = MaybeHP.Get(0.f); // default when unset
```
### TVariant
```cpp
#include "Misc/TVariant.h"
#include <type_traits>
TVariant<int32, float, FString> Value; // first type must be default-constructible (or use FEmptyVariantState)
Value.Set<FString>(TEXT("Hello"));
if (const FString* Str = Value.TryGet<FString>()) { UE_LOG(LogMyGame, Log, TEXT("%s"), **Str); }
Visit([](auto& Held) // one generic lambda; branch with if constexpr
{
using HeldType = std::decay_t<decltype(Held)>;
if constexpr (std::is_same_v<HeldType, FString>) { UE_LOG(LogMyGame, Log, TEXT("%s"), *Held); }
}, Value);
```
## Delegates
All declaration macros, binding methods and payload rules: [references/delegate-patterns.md](references/delegate-patterns.md).
| Macro family | Bindings | Blueprint | Use for |
|---|---|---|---|
| `DECLARE_DELEGATE` (`_RetVal`, `_OneParam` …) | 1 | No | Single-owner callbacks, may return a value |
| `DECLARE_MULTICAST_DELEGATE` | N | No | C++ events (`DECLARE_TS_…` for other threads) |
| `DECLARE_DYNAMIC_DELEGATE` | 1 | Yes | Blueprint-assignable callback (UFUNCTION targets only) |
| `DECLARE_DYNAMIC_MULTICAST_DELEGATE` | N | Yes | `UPROPERTY(BlueprintAssignable)` events |
```cpp
// MyHealthComponent.h — delegate types are declared at file scope, above the UCLASS
DECLARE_MULTICAST_DELEGATE_TwoParams(FOnMyHealthChangedNative, float /*Current*/, float /*Max*/);
DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnMyHealthChanged, float, CurrentHealth, float, MaxHealth);
// in UMyHealthComponent : public UActorComponent
UPROPERTY(BlueprintAssignable, Category="Health")
FOnMyHealthChanged OnHealthChanged; // dynamic: needs UPROPERTY, params need names
FOnMyHealthChangedNative OnHealthChangedNative; // native: no reflection, cheaper to broadcast
// in AMyListenerActor : public AActor
UFUNCTION() // AddDynamic targets must be UFUNCTIONs
void HandleHealthChanged(float CurrentHealth, float MaxHealth);
void HandleHealthChangedNative(float Current, float Max);
UPROPERTY() TObjectPtr<UMyHealthComponent> Health;
FDelegateHandle NativeHandle;
```
```cpp
// AMyListenerActor.cpp — bind in BeginPlay (after Super::), unbind in EndPlay (before Super::)
Health->OnHealthChanged.AddDynamic(this, &AMyListenerActor::HandleHealthChanged);
NativeHandle = Health->OnHealthChangedNative.AddUObject(this, &AMyListenerActor::HandleHealthChangedNative);
// EndPlay: guard with IsValid(Health) first
Health->OnHealthChanged.RemoveDynamic(this, &AMyListenerActor::HandleHealthChanged);
Health->OnHealthChangedNative.Remove(NativeHandle);
```
The owner broadcasts with `OnHealthChanged.Broadcast(CurrentHealth, MaxHealth);`. Both classes in full: [references/delegate-patterns.md](references/delegate-patterns.md).
Single delegates bind with `BindUObject`, `BindSP`, `BindRaw`, `BindStatic`, `BindLambda`, `BindWeakLambda(this, ...)` and fire with `ExecuteIfBound(...)`. For a lambda that captures `this`, prefer `AddWeakLambda`/`BindWeakLambda` so the binding dies with the object.
## String Types
| Type | Use for | Compare | Notes |
|---|---|---|---|
| `FName` | Identifiers, asset and bone names, tags | O(1) integer, case-insensitive | Interned in a global table; immutable |
| `FString` | Paths, parsing, runtime-built text | O(n) | Mutable heap string; `*Str` yields `const TCHAR*` |
| `FText` | Anything a player reads | — | Localizable; build with `LOCTEXT`/`NSLOCTEXT`/`FText::Format` |
```cpp
float Health = 42.f; int32 Current = 3; int32 Max = 5;
FName Tag(TEXT("Weapon.Rifle"));
FString S = Tag.ToString();
FName Back = FName(*S);
FString Msg = FString::Printf(TEXT("HP: %.1f (%d/%d)"), Health, Current, Max);
int32 Parsed = FCString::Atoi(TEXT("42"));
#define LOCTEXT_NAMESPACE "MyGame"
FText Label = LOCTEXT("RifleName", "Assault Rifle");
FText Fmt = FText::Format(LOCTEXT("HPFmt", "HP: {0}/{1}"), FText::AsNumber(Current), FText::AsNumber(Max));
#undef LOCTEXT_NAMESPACE
FText Other = NSLOCTEXT("MyGame", "Key", "Text"); // no #define needed
FText Raw = FText::FromString(S); // not localized; runtime-generated text only
```
## Object Lifetime and Pointers
The garbage collector keeps alive every `UObject` reachable from a root through reflected (`UPROPERTY`) references, `FGCObject` referencers, `TStrongObjectPtr` and rooted objects. A pointer the GC cannot see may dangle.
```cpp
// Reflected members: TObjectPtr — GC-tracked, access-tracked in the editor, used like a raw pointer
UPROPERTY() TObjectPtr<UStaticMeshComponent> MeshComp;
// Legacy APIs that want raw pointers
void FillObjects(TArray<UObject*>& Out);
TArray<TObjectPtr<UObject>> Objects;
FillObjects(MutableView(Objects)); // temporary TArray<UObject*>& view; ToRawPtr(Ptr) for a single read-only copy
// Non-owning reference: TWeakObjectPtr becomes null once the object is destroyed or collected
TWeakObjectPtr<AMyCharacter> WeakTarget;
if (AMyCharacter* Target = WeakTarget.Get()) { Target->OnDamageTaken(5.f); }
// Keep-alive from non-reflected code: scoped root instead of AddToRoot()/RemoveFromRoot()
TStrongObjectPtr<UMyDataObject> Pinned(NewObject<UMyDataObject>());
// Plain C++ types only: never wrap a UObject in TSharedPtr/TUniquePtr
struct FMyData { int32 Score = 0; };
TSharedPtr<FMyData> Data = MakeShared<FMyData>();
TWeakPtr<FMyData> WeakData = Data; // Pin() returns a TSharedPtr if still alive
```
Non-UObject classes that hold UObjects derive from `FGCObject` and report them through `TObjectPtr` members; the raw `UObject*` overloads of `AddReferencedObject(s)` are deprecated and unsafe with incremental GC.
```cpp
#include "UObject/GCObject.h"
class FMyManager : public FGCObject
{
public:
virtual void AddReferencedObjects(FReferenceCollector& Collector) override { Collector.AddReferencedObject(ManagedObject); }
virtual FString GetReferencerName() const override { return TEXT("FMyManager"); }
private:
TObjectPtr<UMyDataObject> ManagedObject; // TObjectPtr<T>& overload; raw UObject* is deprecated
};
```
## CDO Access and Non-Null Parameters
```cpp
#include "Misc/NotNull.h"
const UMyDataObject* Defaults = GetDefault<UMyDataObject>(); // class default object, read-only
UMyDataObject* Settings = GetMutableDefault<UMyDataObject>(); // settings-style objects
UClass* SomeClass = AMyCharacter::StaticClass();
const AMyCharacter* ClassCDO = SomeClass->GetDefaultObject<AMyCharacter>(); // CDO of a runtime UClass
// TNotNull<T*>: caller cannot pass null; checked at the call site in Debug/Development, a plain pointer in Test and Shipping
void RegisterOwner(TNotNull<AActor*> Owner);
void RegisterOwner(TNotNull<AActor*> Owner)
{
Owner->SetActorHiddenInGame(false); // no null check needed inside
}
```
`UClass::ClassDefaultObject` is deprecated for direct access. `TNotNull<T*>` converts implicitly to `T*`; keep `T*` where null is a meaningful value.
## Subsystems
Auto-instanced singletons owned by an engine object; no manual rooting. Override `Initialize(FSubsystemCollectionBase&)`/`Deinitialize()`; call `Collection.InitializeDependency<UMyOtherSubsystem>()` inside `Initialize` when ordering matters; return `false` from `ShouldCreateSubsystem(UObject* Outer) const` to opt out.
| Class | Header | Owner / lifetime | Accessor |
|---|---|---|---|
| `UEngineSubsystem` | `Subsystems/EngineSubsystem.h` | `UEngine`; whole process | `GEngine->GetEngineSubsystem<T>()` |
| `UGameInstanceSubsystem` | `Subsystems/GameInstanceSubsystem.h` | `UGameInstance`; survives map changes | `GetGameInstance()->GetSubsystem<T>()` |
| `UWorldSubsystem` | `Subsystems/WorldSubsystem.h` | `UWorld`; recreated per world; filter with `DoesSupportWorldType` | `GetWorld()->GetSubsystem<T>()` |
| `UTickableWorldSubsystem` | `Subsystems/WorldSubsystem.h` | As above, plus `Tick()`; must implement `GetStatId()` | `GetWorld()->GetSubsystem<T>()` |
| `ULocalPlayerSubsystem` | `Subsystems/LocalPlayerSubsystem.h` | `ULocalPlayer`; one per local player | `LocalPlayer->GetSubsystem<T>()`, `ULocalPlayer::GetSubsystemFromController<T>(PC)` |
| `UEditorSubsystem` | `EditorSubsystem.h` (module `EditorSubsystem`) | `UEditorEngine`; editor session only | `GEditor->GetEditorSubsystem<T>()` |
```cpp
// MyInventorySubsystem.h
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "MyInventorySubsystem.generated.h"
UCLASS()
class MYGAME_API UMyInventorySubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
virtual void Initialize(FSubsystemCollectionBase& Collection) override;
virtual void Deinitialize() override;
UFUNCTION(BlueprintCallable, Category="Inventory")
void AddItem(FName ItemID, int32 Count);
private:
TMap<FName, int32> Inventory;
};
// A ticking world subsystem adds these; Initialize/Deinitialize must call Super:: (the base registers the ticker)
UCLASS()
class MYGAME_API UMyTickableSubsystem : public UTickableWorldSubsystem
{
GENERATED_BODY()
public:
virtual void Tick(float DeltaTime) override;
virtual TStatId GetStatId() const override { RETURN_QUICK_DECLARE_CYCLE_STAT(UMyTickableSubsystem, STATGROUP_Tickables); }
virtual bool DoesSupportWorldType(const EWorldType::Type WorldType) const override; // e.g. Game and PIE only
};
```
```cpp
// Access from an AActor member function
UMyInventorySubsystem* Inv = GetGameInstance()->GetSubsystem<UMyInventorySubsystem>();
UMyTickableSubsystem* Tck = GetWorld()->GetSubsystem<UMyTickableSubsystem>();
APlayerController* PC = GetWorld()->GetFirstPlayerController();
UMyUISubsystem* UI = ULocalPlayer::GetSubsystemFromController<UMyUISubsystem>(PC); // null-safe
UMyEngineSubsystem* Eng = GEngine->GetEngineSubsystem<UMyEngineSubsystem>();
```
`UWorldSubsystem` also offers `PostInitialize()`, `OnWorldBeginPlay(UWorld& InWorld)`, `OnWorldEndPlay(UWorld& InWorld)` and `OnWorldComponentsUpdated(UWorld& World)` overrides; `ULocalPlayerSubsystem::GetLocalPlayer<T>()` and `UGameInstanceSubsystem::GetGameInstance()` return the owner.
## Replicated Properties
Both the specifier and the `GetLifetimeReplicatedProps` entry are required. Conditions (`COND_*`), RPC rules, push model and Iris: `ue-networking-replication`.
```cpp
// MyReplicatedActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyReplicatedActor.generated.h"
UCLASS()
class MYGAME_API AMyReplicatedActor : public AActor
{
GENERATED_BODY()
public:
AMyReplicatedActor() { bReplicates = true; }
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UPROPERTY(ReplicatedUsing=OnRep_Health)
float Health = 100.f;
UFUNCTION()
void OnRep_Health(); // runs on clients after Health changes
};
```
```cpp
// MyReplicatedActor.cpp
#include "MyReplicatedActor.h"
#include "Net/UnrealNetwork.h" // required for DOREPLIFETIME
void AMyReplicatedActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const
{
Super::GetLifetimeReplicatedProps(OutLifetimeProps);
DOREPLIFETIME(AMyReplicatedActor, Health);
}
void AMyReplicatedActor::OnRep_Health() {}
```
## Logging
```cpp
DECLARE_LOG_CATEGORY_EXTERN(LogMyGame, Log, All); // MyGame.h (module header)
DEFINE_LOG_CATEGORY(LogMyGame); // MyGame.cpp
UE_LOG(LogMyGame, Warning, TEXT("HP low: %.1f"), 12.5f);
```
Verbosities (`Logging/LogVerbosity.h`): `Fatal`, `Error`, `Warning`, `Display`, `Log`, `Verbose`, `VeryVerbose`. `Display` prints to the console and the log file; `Log` goes to the log file only. Shipping builds compile `UE_LOG` out unless the target sets `bUseLoggingInShipping = true`. Categories, structured logging (`UE_LOGFMT`), runtime verbosity control and profiling: `ue-testing-debugging`.
## Conditional Compilation Guards
```cpp
#if WITH_EDITORONLY_DATA
UPROPERTY(EditAnywhere, Category="Debug")
bool bShowDebugSpheres = false; // reflected editor-only data
#endif
#if WITH_EDITOR
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override; // editor-only code
#endif
#if !UE_BUILD_SHIPPING
void DrawDebugInfo(); // Debug, Development and Test only
#endif
```
## Deprecated — do not use
| Do not emit | Use in 5.8 | Source |
|---|---|---|
| `SomeClass->ClassDefaultObject` | `GetDefault<T>()`, `GetMutableDefault<T>()`, `SomeClass->GetDefaultObject<T>()` | `UE_DEPRECATED(5.6)` in `UObject/Class.h:4045` |
| `Collector.AddReferencedObject(RawUObjectPtr)` with `UObject*` members | `TObjectPtr<T>` members passed to `AddReferencedObject(s)` | `UE_DEPRECATED(5.3)` via `UE_REFERENCE_COLLECTOR_REQUIRE_OBJECTPTR_DEPRECATED` in `UObject/UObjectGlobals.h:109` |
| `ToRawPtrArrayUnsafe(Array)`, `ToRawPtrTArrayUnsafe(Array)` on mutable arrays | `MutableView(Array)` or keep `TArray<TObjectPtr<T>>` | `UE_DEPRECATED(5.6)` in `UObject/ObjectPtr.h:1112,1156` |
| `Visit(<overload-set helper struct>{...}, Variant)` | One generic lambda with `if constexpr (std::is_same_v<...>)` | Helper is Lyra sample code; absent from 5.8 headers (`Misc/TVariant.h`) |
| `GENERATED_USTRUCT_BODY()`, `GENERATED_UCLASS_BODY()`, `GENERATED_IINTERFACE_BODY()` | `GENERATED_BODY()` | Legacy aliases in `UObject/ObjectMacros.h:802-805` |
| `Obj->AddToRoot()` / `RemoveFromRoot()` for temporary keep-alive | `TStrongObjectPtr<T>` (`UObject/StrongObjectPtr.h`) | Rooting is permanent until removed; scoped pointer cannot leak |
| `TMap::TIterator(Map, /*bRequiresRehashOnRemoval*/ true)` (auto-`Relax` after removal) | `Map.CreateIterator()`; call `Compact()`/`Shrink()` yourself if needed | `UE_DEPRECATED(5.8)` in `Containers/Map.h.inl:916`; `TSet::Relax()` itself is not yet marked (`Containers/SparseSet.h.inl:319`) |
| `TIsConst<T>`, `TIsMemberPointer<T>` | `std::is_const_v<T>`, `std::is_member_pointer_v<T>` | `UE_DEPRECATED(5.7)` `Templates/IsConst.h:15`; `UE_DEPRECATED(5.8)` `Templates/IsMemberPointer.h:14` |
| `FThreadSafeRefCountedObject`, `FRefCountBase` | `FRefCountedObject` (now thread-safe) | `UE_DEPRECATED(5.8)` in `Templates/RefCounting.h:151-153` |
| `FCoreDelegates::OnPostEngineInit.AddRaw(...)` | `FCoreDelegates::GetOnPostEngineInit().AddRaw(...)` | `UE_DEPRECATED(5.8)` in `Misc/CoreDelegates.h:240` |
| `Delegate.ProcessMulticastDelegate<UObject>(Params)` | `Delegate.ProcessDelegate<UObject>(Params)` | `UE_DEPRECATED(5.8)` in `UObject/ScriptDelegates.h:1462` |
| `meta=(HideAssetPicker)` | `meta=(HidePinAssetPicker)` | `UE_DEPRECATED(5.6)` in `UObject/ObjectMacros.h:1673` |
| `ObjPtr.IsRemote()` | `ObjPtr.GetResidence()` | `UE_DEPRECATED(5.8)` in `UObject/ObjectPtr.h:206` |
## Common Mistakes
**Raw `UObject*` member without `UPROPERTY` — dangling after GC:**
```cpp
UMyDataObject* Obj; // WRONG: invisible to GC
UPROPERTY() TObjectPtr<UMyDataObject> Obj; // RIGHT
```
**Mutating a `TArray` inside ranged-for — iterator invalidation:**
```cpp
TArray<AActor*> Actors;
for (AActor* A : Actors) { Actors.Remove(A); } // WRONG
for (int32 i = Actors.Num() - 1; i >= 0; --i) { if (!IsValid(Actors[i])) { Actors.RemoveAt(i); } } // RIGHT
```
**`TSharedPtr` around a `UObject` — two owners, one crash:** UObjects are owned by the GC; use `TObjectPtr`, `TWeakObjectPtr` or `TStrongObjectPtr`.
**`.generated.h` not the last include, or `MYGAME_API` missing:** UnrealHeaderTool rejects the header; the missing API macro surfaces later as `LNK2019` from other modules.
**`AddDynamic` bound to a non-`UFUNCTION`:** the reflection lookup fails at runtime and the handler never runs; mark it `UFUNCTION()`.
**`UPROPERTY`/`UFUNCTION` written above a `.cpp` definition:** UnrealHeaderTool only parses headers; the macro is silently ignored. Put it on the declaration inside the class body.
**`BlueprintNativeEvent` without `Name_Implementation`:** unresolved external at link time. Declare `virtual void Name_Implementation(...)` and define it.
**`UTickableWorldSubsystem::Initialize`/`Deinitialize` override without `Super::`:** the tickable registration lives in the base implementation; the subsystem never ticks.
**Reading `ClassDefaultObject` directly:** deprecated and about to become private; use `GetDefault<T>()`.
**`Log` verbosity "not showing up":** `Log` is file-only by design; use `Display` for console output.
## Related Skills
- `ue-actor-component-architecture` — AActor/UActorComponent lifecycle, spawning, tick groups, component setup
- `ue-module-build-system` — Build.cs, module dependencies, API export macros, include paths, PCH
- `ue-testing-debugging` — log categories and verbosity, structured logging, automation tests, profiling
- `ue-networking-replication` — DOREPLIFETIME conditions, RPC rules, push model, Iris
- `ue-blueprint-cpp-interop` — UBlueprintFunctionLibrary, latent and async actions, Blueprint-implementable
- Also relevant: `ue-data-assets-tables`, `ue-animation-system`, `ue-async-threading`, `ue-audio-system`, `ue-editor-tools`, `ue-gameplay-abilities`, `ue-gameplay-framework`, `ue-gameplay-tags-messaging`, `ue-input-system`, `ue-mass-entity`, `ue-materials-rendering`, `ue-serialization-savegames`, `ue-state-trees`, `ue-ui-umg-slate`, `ue-world-level-streaming`
© quodsoler · MIT · quodsoler/unreal-engine-skills