unreal-cpp-standards
Apply C++ standards that fit Unreal lifecycle, reflection, modules, and gameplay framework concerns.
Works with
Agent Skills format with YAML frontmatter. Claude Code reads it as-is.
--- name: "unreal-cpp-standards" description: "Apply C++ standards that fit Unreal lifecycle, reflection, modules, and gameplay framework concerns." license: "MIT" --- # Unreal CPP Standards ## Purpose Apply C++ standards that fit Unreal lifecycle, reflection, modules, and gameplay framework concerns. ## Use When - writing or reviewing Unreal C++ - C++ and Blueprint boundaries are unclear - module quality needs consistency ## Inputs - feature scope - existing modules - reflection and tooling needs - performance constraints ## Process 1. keep ownership and responsibility explicit across engine classes 2. minimize leaking implementation details into public reflected APIs 3. document lifecycle-sensitive behavior such as possession, replication, and initialization 4. keep modules and dependencies intentional 5. review performance-heavy Tick and allocation patterns ## Outputs - C++ guideline application - API boundary notes - review findings - refactor candidates ## Quality Bar - respects Unreal framework ownership, packaging, and content pipeline realities - keeps C++, Blueprints, plugins, and content boundaries intentional - makes replication, map setup, and packaging risk explicit ## Common Failure Modes - Blueprint graph sprawl hiding ownership - using Tick where event-driven logic is clearer - packaging or plugin state changing without documentation ## Related Agents - unreal-reviewer - code-reviewer - gameplay-programmer ## Related Commands - unreal-review - refactor-clean - verify ## Notes - Keep this skill aligned with the relevant rules layer and current project documentation. - If engine-specific constraints materially change the workflow, hand off to the matching engine skill or engine-specific reviewer.
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