unreal-engine-cpp-pro

Développement Mobile & Jeux

Expert guide for Unreal Engine 5.x C++ development, covering UObject hygiene, performance patterns, and best practices.

Documentation

Unreal Engine C++ Pro

This skill provides expert-level guidelines for developing with Unreal Engine 5 using C++. It focuses on writing robust, performant, and standard-compliant code.

When to Use

Use this skill when:

●Developing C++ code for Unreal Engine 5.x projects
●Writing Actors, Components, or UObject-derived classes
●Optimizing performance-critical code in Unreal Engine
●Debugging memory leaks or garbage collection issues
●Implementing Blueprint-exposed functionality
●Following Epic Games' coding standards and conventions
●Working with Unreal's reflection system (UCLASS, USTRUCT, UFUNCTION)
●Managing asset loading and soft references

Do not use this skill when:

●Working with Blueprint-only projects (no C++ code)
●Developing for Unreal Engine versions prior to 5.x
●Working on non-Unreal game engines
●The task is unrelated to Unreal Engine development

Core Principles

1. UObject & Garbage Collection:
● Always use UPROPERTY() for UObject* member variables to ensure they are tracked by the Garbage Collector (GC).
● Use TStrongObjectPtr<> if you need to keep a root reference outside of a UObject graph, but prefer addToRoot() generally.
● Understand the IsValid() check vs nullptr. IsValid() handles pending kill state safely.
2. Unreal Reflection System:
● Use UCLASS(), USTRUCT(), UENUM(), UFUNCTION() to expose types to the reflection system and Blueprints.
● Minimize BlueprintReadWrite when possible; prefer BlueprintReadOnly for state that shouldn't be trampled by logic in UI/Level BPs.
3. Performance First:
● Tick: Disable Ticking (bCanEverTick = false) by default. Only enable it if absolutely necessary. Prefer timers (GetWorldTimerManager()) or event-driven logic.
● Casting: Avoid Cast() in hot loops. Cache references in BeginPlay.
● Structs vs Classes: Use F structs for data-heavy, non-UObject types to reduce overhead.

Naming Conventions (Strict)

Follow Epic Games' coding standard:

● Templates: Prefix with T (e.g., TArray, TMap).
● UObject: Prefix with U (e.g., UCharacterMovementComponent).
● AActor: Prefix with A (e.g., AMyGameMode).
● SWidget: Prefix with S (Slate widgets).
● Structs: Prefix with F (e.g., FVector).
● Enums: Prefix with E (e.g., EWeaponState).
● Interfaces: Prefix with I (e.g., IInteractable).
● Booleans: Prefix with b (e.g., bIsDead).

Common Patterns

1. Robust Component Lookup

Avoid GetComponentByClass in Tick. Do it in PostInitializeComponents or BeginPlay.

void AMyCharacter::PostInitializeComponents() {
    Super::PostInitializeComponents();
    HealthComp = FindComponentByClass<UHealthComponent>();
    check(HealthComp); // Fail hard in dev if missing
}

2. Interface Implementation

Use interfaces to decouple systems (e.g., Interaction system).

// Interface call check
if (TargetActor->Implements<UInteractable>()) {
    IInteractable::Execute_OnInteract(TargetActor, this);
}

3. Async Loading (Soft References)

Avoid hard references (UPROPERTY(EditDefaultsOnly) TSubclassOf) for massive assets which force load orders. Use TSoftClassPtr or TSoftObjectPtr.

UPROPERTY(EditAnywhere, BlueprintReadWrite)
TSoftClassPtr<AWeapon> WeaponClassToLoad;

void AMyCharacter::Equip() {
    if (WeaponClassToLoad.IsPending()) {
        WeaponClassToLoad.LoadSynchronous(); // Or use StreamableManager for async
    }
}

Debugging

● Logging: Use UE_LOG with custom categories.

```cpp

DEFINE_LOG_CATEGORY_STATIC(LogMyGame, Log, All);

UE_LOG(LogMyGame, Warning, TEXT("Health is low: %f"), CurrentHealth);

```

● Screen Messages:

```cpp

if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("Died!"));

```

● Visual Logger: extremely useful for AI debugging. Implement IVisualLoggerDebugSnapshotInterface.

Checklist before PR

●[ ] Does this Actor need to Tick? Can it be a Timer?
●[ ] Are all UObject* members wrapped in UPROPERTY?
●[ ] Are hard references (TSubclassOf) causing load chains? Can they be Soft Ptrs?
●[ ] Did you clean up verified delegates in EndPlay?
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