前端开发

ue-cpp-foundations

quodsoler/unrea…e-skills

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.

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安装命令

npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-cpp-foundations

SKILL.md

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.