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unreal-conventions
Unreal Engine 5 C++ coding conventions, naming standards, and architectural patterns
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
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Unreal Engine 5 C++ coding conventions, naming standards, and architectural patterns
用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
基于 SOC 职业分类
Pipeline for generating, validating, and importing 3D models, textures, and audio assets
Game design reference for 3D Frogger arcade gameplay, mechanics, and progression
Structured protocol for team retrospectives that produce concrete process improvements
Unreal Engine 5 build system, testing framework, and CI/CD patterns
| name | unreal-conventions |
| description | Unreal Engine 5 C++ coding conventions, naming standards, and architectural patterns |
| context | fork |
| Type | Prefix | Example |
|---|---|---|
| Actor | A | AFrogCharacter |
| UObject | U | UScoreSubsystem |
| Struct | F | FLaneConfig |
| Enum | E | EGameState |
| Interface | I | IHazardInterface |
| Delegate | F...Delegate | FOnScoreChanged |
| Template | T | TArray, TMap |
FrogCharacter.h for AFrogCharacter/Public/ for headers, /Private/ for implementation// Editable in editor, readable in Blueprint
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Gameplay")
float HopDistance = 100.0f;
// Visible but not editable, useful for debugging
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "State")
int32 CurrentLives = 3;
// Internal only, not exposed
UPROPERTY()
FTimerHandle RespawnTimerHandle;
// Blueprint callable
UFUNCTION(BlueprintCallable, Category = "Movement")
void Hop(FVector Direction);
// Event that Blueprint can implement
UFUNCTION(BlueprintImplementableEvent, Category = "Events")
void OnFrogDied();
// C++ implementation with Blueprint override
UFUNCTION(BlueprintNativeEvent, Category = "Scoring")
int32 CalculateScore();
// Dynamic multicast (Blueprint compatible)
DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FOnScoreChanged, int32, NewScore);
// Always verify target has UFUNCTION before AddDynamic
ScoreDelegate.AddDynamic(this, &AMyActor::HandleScoreChanged);
CreateDefaultSubobject<T>() in constructors for componentsNewObject<T>() for UObject creation at runtimenew for UObjects — they are garbage collectedTWeakObjectPtr<T> for non-owning referencesUPROPERTY() to prevent GC from collecting referenced objectsSpawnActor<AActor> silently discards the FTransform parameter when the spawned actor has no RootComponent. This means dynamically spawned actors with only a mesh component (no scene root) will always appear at world origin (0,0,0) regardless of the Location you pass.
// WRONG — transform is silently discarded because AActor has no RootComponent
AActor* VFX = World->SpawnActor<AActor>(AActor::StaticClass(), &SpawnTransform);
UStaticMeshComponent* Mesh = NewObject<UStaticMeshComponent>(VFX);
Mesh->RegisterComponent(); // Registers at origin, not at SpawnTransform
// CORRECT — set RootComponent first, then attach and position explicitly
AActor* VFX = World->SpawnActor<AActor>(AActor::StaticClass());
UStaticMeshComponent* Mesh = NewObject<UStaticMeshComponent>(VFX);
VFX->SetRootComponent(Mesh); // Must come before RegisterComponent
Mesh->RegisterComponent();
VFX->SetActorLocation(DesiredLocation);
VFX->SetActorScale3D(DesiredScale);
Why this matters: This bug caused 7 sprints of invisible VFX in UnrealFrog. All 170 unit tests passed because they verified the math (scale calculations, positions), not the actual rendered output. Only launching the game and looking at the screen revealed that every VFX actor was at world origin.