This covers the reflection system, containers, delegates, and memory management fundamentals you need when writing Unreal C++ that talks to Blueprints or uses the engine's GC. It includes UPROPERTY specifiers, TArray/TMap usage, delegate binding patterns, and the distinction between FName, FString, and FText. The tables are helpful for UCLASS specifiers and UFUNCTION RPC setup. If you're constantly looking up whether to use EditAnywhere versus EditDefaultsOnly, or how to properly bind a multicast delegate, this will save you the documentation trip. It explicitly checks for engine version in project context since UE5's TObjectPtr and GENERATED_BODY conventions differ from UE4.

skills.sh installs
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GitHub stars
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last updated
Aug 21, 2026

Install

$ npx -y skills add quodsoler/unreal-engine-skills --skill ue-cpp-foundations --agent claude-code

Installs into .claude/skills of the current project.

Files

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.

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Details

Repository
github.com/quodsoler/unreal-engine-skills
Categories
Frontend Development, DevOps & CI/CD, Documentation, Code Review & Quality, Rust, Game Development
First seen
Jun 3, 2026

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