Unreal Engine Claude Code Assistant
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Please follow https://skillhub.cn/install/skillhub.md and install @user_3c6cb52e/unreal-engine-sh-etzk7s.
About this skill
Problem
In Unreal Engine 5 C++ projects, failures often come from unclear ownership, reflection, and memory boundaries rather than syntax. Actor, Component, and UObject-derived classes can cause dangling references, garbage collection issues, or unstable Blueprint calls when raw pointers, soft references, and UFUNCTION exposure are mishandled. This skill keeps the work focused on UE 5.x C++ and organizes guidance around Epic conventions, the reflection system, and engine object lifetime.
How It Works
When a task involves C++ development, performance tuning, memory leaks, UCLASS / USTRUCT / UFUNCTION, asset loading, or Blueprint-exposed functionality, it structures the analysis around Unreal patterns: identify ownership and lifecycle first, then verify reflection macros, evaluate safe references such as TWeakObjectPtr and soft references, and propose changes that fit editor and runtime behavior.
Boundaries
It is not intended for Blueprint-only projects, versions before UE 5.x, non-Unreal engines, or unrelated tasks such as copywriting, art assets, or generic algorithms.
Use Cases
- Design object lifetime and soft references for Actors and Components in a UE5 C++ project
- Adjust C++ interfaces exposed to Blueprints using UCLASS, USTRUCT, and UFUNCTION
- Debug memory leaks, garbage collection issues, and dangling references in UE5 C++ modules
- Review asset loading and reference patterns in performance-critical paths under Epic conventions
Best For
- UE5 gameplay C++ engineers who need stable Actor and Component interfaces
- Programmers maintaining UObject reflection classes who need UCLASS and lifetime checks
- Developers debugging UE5 memory issues who need GC and soft-reference guidance
- UE5 C++ engineers following Epic conventions who need performance-critical reviews
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