Ue Cpp Foundations

quodsoler/unreal-engine-skills/skills/ue-cpp-foundations

作者 quodsolerf3742d7b688690810df369802b90430324e380b9無授權條款收錄於 2026年10月9日更新於 2026年10月9日

Use when writing Unreal Engine C++ that touches the reflection system or core types: UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM, GENERATED_BODY, TObjectPtr, TWeakObjectPtr, TSharedPtr, FGCObject, TArray, TMap, TSet, TOptional, TVariant, DECLARE_DYNAMIC_MULTICAST_DELEGATE, AddDynamic, FName, FString, FText, UGameInstanceSubsystem, UWorldSubsystem, GetDefault, TNotNull. Also use when the user mentions 'UE C++', 'garbage collection', 'CDO', 'smart pointers' or 'specifiers'. For Actor and component lifecycle, see ue-actor-component-architecture; for Build.cs and modules, see ue-module-build-system; for Blueprint-facing functions and latent actions, see ue-blueprint-cpp-interop.

AI 產生的概覽

用於撰寫 Unreal Engine 5.8 C++ 的參考指南,涵蓋反射巨集、容器、委派、指標與子系統。

功能
提供 Unreal Engine C++ 基礎知識的結構化參考:反射巨集(UCLASS、UPROPERTY、UFUNCTION、USTRUCT、UENUM、UINTERFACE)、容器、委派、字串型別、物件生命週期與垃圾回收、CDO 存取、子系統、複寫屬性、記錄以及條件編譯防護。內容包含指定詞表格、程式碼範例,以及對容器、委派與屬性指定詞模式參考檔案的指引。此技能以 UE 5.8 為目標,並列出應避免使用的已棄用寫法。
適用情境
在撰寫涉及反射系統或核心型別的 Unreal Engine C++ 時使用,例如 UCLASS、UPROPERTY、UFUNCTION、智慧指標、垃圾回收、CDO 或指定詞。當使用者提到 UE C++、垃圾回收、CDO、智慧指標或指定詞時也適用。Actor 生命週期、Build.cs 模組與藍圖互通等相關主題由其他技能處理。
執行需求
不含指令碼,僅提供說明與參考文件。假定已有 Unreal Engine 5.8 C++ 專案,並熟悉 Core、CoreUObject 與 Engine 模組;無需憑證或網路存取。

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.

Request is about…Go to
UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM specifiersReflection Macros
TArray, TMap, TSet, TOptional, TVariantContainers
Delegates, events, AddDynamic, BroadcastDelegates
FName, FString, FText, LOCTEXTString Types
TObjectPtr, TWeakObjectPtr, TSharedPtr, GC roots, FGCObjectObject Lifetime and Pointers
Class default objects, GetDefault, TNotNull parametersCDO Access and Non-Null Parameters
Game instance / world / local player / engine / editor subsystemsSubsystems
Replicated, ReplicatedUsing, GetLifetimeReplicatedPropsReplicated Properties
UE_LOG, log categoriesLogging
WITH_EDITOR, UE_BUILD_SHIPPING guardsConditional Compilation Guards

Reflection Macros

Every reflected type has GENERATED_BODY() as the first line of its body and #include "TypeName.generated.h" as the last include of its header. Every UCLASS in a game module carries the module API macro (MYGAME_API). Specifier parsing is case-insensitive (engine headers use both config=Game and Config=Game). Complete specifier and meta= tables: references/property-specifiers.md [blocked].

UCLASS

SpecifierEffect
Blueprintable / BlueprintTypeAllow Blueprint subclasses / use as a Blueprint variable type (Not… forms block them)
AbstractCannot be instantiated; subclasses can
Config=Game, DefaultConfigUPROPERTY(Config) members load from DefaultGame.ini; DefaultConfig also saves there
TransientInstances are never saved
ClassGroup=Name + meta=(BlueprintSpawnableComponent)Component appears in the Add Component menu

UPROPERTY

GroupSpecifiers
Editor visibilityEditAnywhere, EditDefaultsOnly, EditInstanceOnly, VisibleAnywhere, VisibleDefaultsOnly, VisibleInstanceOnly, AdvancedDisplay
Blueprint accessBlueprintReadWrite, BlueprintReadOnly, BlueprintGetter=Fn, BlueprintSetter=Fn, BlueprintAssignable (multicast delegates only)
SerializationTransient, DuplicateTransient, SaveGame, Config, GlobalConfig, Instanced, SkipSerialization, NonTransactional
ReplicationReplicated, ReplicatedUsing=OnRep_Fn, NotReplicated
Frequent meta= keysClampMin/ClampMax, UIMin/UIMax, EditCondition, EditConditionHides, AllowPrivateAccess, DisplayName, ToolTip, Units, AllowedClasses, MustImplement, ExposeOnSpawn, TitleProperty
cpp
// MyCharacter.h#pragma once#include "CoreMinimal.h"#include "GameFramework/Character.h"#include "MyCharacter.generated.h"
class UStaticMeshComponent;class UStaticMesh;
UCLASS(Blueprintable)class MYGAME_API AMyCharacter : public ACharacter{    GENERATED_BODY()public:    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Stats", meta=(ClampMin="1.0"))    float MaxHealth = 100.f;
    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Stats")    float CurrentHealth = 100.f;
    UPROPERTY(Transient)    TObjectPtr<UStaticMeshComponent> CachedMesh;     // not serialized, still GC-tracked
    UPROPERTY(EditDefaultsOnly, Category="Config")    TSubclassOf<AActor> ProjectileClass;             // class reference restricted to AActor subclasses    UPROPERTY(EditDefaultsOnly, Category="Config")    TSoftObjectPtr<UStaticMesh> LazyMesh;            // path reference; load on demand
    UFUNCTION(BlueprintNativeEvent, Category="Combat")    void OnDamageTaken(float Amount);    virtual void OnDamageTaken_Implementation(float Amount);};

UFUNCTION

SpecifierEffect
BlueprintCallable / BlueprintPureNode with / without execution pins; BlueprintPure must not mutate state
BlueprintNativeEventBlueprint may override; the C++ default body is Name_Implementation
BlueprintImplementableEventBlueprint implements; no C++ body at all
BlueprintAuthorityOnly / BlueprintCosmeticBlueprint calls run only with network authority / never on a dedicated server (direct C++ calls are not filtered)
Server, Client, NetMulticast with Reliable or Unreliable, WithValidationRPCs — rules and examples in ue-networking-replication
ExecConsole command; the console routes to PlayerInput, PlayerController, Pawn, HUD, GameMode, CheatManager, GameState, PlayerCameraManager and GameInstance
CallInEditorAdds a button to the Details panel
cpp
// MyCharacter.cpp — the only body a BlueprintNativeEvent gets in C++void AMyCharacter::OnDamageTaken_Implementation(float Amount) { CurrentHealth = FMath::Max(0.f, CurrentHealth - Amount); }

Function libraries, latent and async nodes, WorldContext/DefaultToSelf/ExpandEnumAsExecs and the rest of the Blueprint-facing meta= keys: ue-blueprint-cpp-interop.

USTRUCT, UENUM, UINTERFACE

cpp
// MyTypes.h#pragma once#include "CoreMinimal.h"#include "MyTypes.generated.h"
USTRUCT(BlueprintType)struct MYGAME_API FMyWeaponStats{    GENERATED_BODY()
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Weapon")    float BaseDamage = 10.f;
    UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Weapon")    float FireRate = 0.5f;};
UENUM(BlueprintType)enum class EMyWeaponState : uint8      // Blueprint-visible enums are enum class : uint8{    Idle,    Firing    UMETA(DisplayName="Firing Weapon"),    MAX       UMETA(Hidden)};
  • A UDataTable row type is a USTRUCT deriving from FTableRowBase (Engine/DataTable.h); see ue-data-assets-tables.
  • Initialize every USTRUCT member in-class; reflected structs are value types copied freely by the engine.
  • A polymorphic struct value (any USTRUCT derived from a base) is stored as FInstancedStruct or typed TInstancedStruct<FMyBase> (StructUtils/InstancedStruct.h, module CoreUObject).
  • UINTERFACE pairs a UMyThing : UInterface stub with an IMyThing class; specifier table and a native example are in references/property-specifiers.md [blocked]. Blueprint-implementable interfaces belong to ue-blueprint-cpp-interop.

Containers

Full API, iteration and performance notes: references/container-patterns.md [blocked]. Containers of UObject pointers are GC-tracked only as UPROPERTY() TArray<TObjectPtr<T>> (likewise TMap/TSet).

cpp
TArray<FString> Names;Names.Add(TEXT("Alpha"));Names.Emplace(TEXT("Beta"));                       // construct in placeNames.Reserve(100);                                // pre-size before a known number of Addsint32 Idx = Names.Find(TEXT("Beta"));              // INDEX_NONE if absentFString* Ptr = Names.FindByPredicate([](const FString& S) { return S.StartsWith(TEXT("A")); });Names.Sort([](const FString& A, const FString& B) { return A.Len() < B.Len(); });Names.Remove(TEXT("Alpha"));                       // order-preserving, O(n)Names.RemoveAtSwap(0);                             // O(1), reordersfor (int32 i = Names.Num() - 1; i >= 0; --i) { if (Names[i].IsEmpty()) { Names.RemoveAt(i); } }  // never mutate inside ranged-for
TMap<FName, int32> ItemCounts;int32& Count = ItemCounts.FindOrAdd(FName("Sword"));  // inserts default if absentint32* Found = ItemCounts.Find(FName("Axe"));         // nullptr if absentfor (const TPair<FName, int32>& Pair : ItemCounts) { UE_LOG(LogMyGame, Log, TEXT("%s x%d"), *Pair.Key.ToString(), Pair.Value); }
TSet<FName> Tags;Tags.Add(FName("Flying"));bool bFlying = Tags.Contains(FName("Flying"));     // hashed, no duplicates
TOptional<float> MaybeHP;float Safe = MaybeHP.Get(0.f);                     // default when unset

TVariant

cpp
#include "Misc/TVariant.h"#include <type_traits>
TVariant<int32, float, FString> Value;             // first type must be default-constructible (or use FEmptyVariantState)Value.Set<FString>(TEXT("Hello"));if (const FString* Str = Value.TryGet<FString>()) { UE_LOG(LogMyGame, Log, TEXT("%s"), **Str); }
Visit([](auto& Held)                               // one generic lambda; branch with if constexpr{    using HeldType = std::decay_t<decltype(Held)>;    if constexpr (std::is_same_v<HeldType, FString>) { UE_LOG(LogMyGame, Log, TEXT("%s"), *Held); }}, Value);

Delegates

All declaration macros, binding methods and payload rules: references/delegate-patterns.md [blocked].

Macro familyBindingsBlueprintUse for
DECLARE_DELEGATE (_RetVal, _OneParam …)1NoSingle-owner callbacks, may return a value
DECLARE_MULTICAST_DELEGATENNoC++ events (DECLARE_TS_… for other threads)
DECLARE_DYNAMIC_DELEGATE1YesBlueprint-assignable callback (UFUNCTION targets only)
DECLARE_DYNAMIC_MULTICAST_DELEGATENYesUPROPERTY(BlueprintAssignable) events
cpp
// MyHealthComponent.h — delegate types are declared at file scope, above the UCLASSDECLARE_MULTICAST_DELEGATE_TwoParams(FOnMyHealthChangedNative, float /*Current*/, float /*Max*/);DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FOnMyHealthChanged, float, CurrentHealth, float, MaxHealth);
// in UMyHealthComponent : public UActorComponentUPROPERTY(BlueprintAssignable, Category="Health")FOnMyHealthChanged OnHealthChanged;               // dynamic: needs UPROPERTY, params need namesFOnMyHealthChangedNative OnHealthChangedNative;   // native: no reflection, cheaper to broadcast
// in AMyListenerActor : public AActorUFUNCTION()                                       // AddDynamic targets must be UFUNCTIONsvoid HandleHealthChanged(float CurrentHealth, float MaxHealth);void HandleHealthChangedNative(float Current, float Max);UPROPERTY() TObjectPtr<UMyHealthComponent> Health;FDelegateHandle NativeHandle;
cpp
// AMyListenerActor.cpp — bind in BeginPlay (after Super::), unbind in EndPlay (before Super::)Health->OnHealthChanged.AddDynamic(this, &AMyListenerActor::HandleHealthChanged);NativeHandle = Health->OnHealthChangedNative.AddUObject(this, &AMyListenerActor::HandleHealthChangedNative);// EndPlay: guard with IsValid(Health) firstHealth->OnHealthChanged.RemoveDynamic(this, &AMyListenerActor::HandleHealthChanged);Health->OnHealthChangedNative.Remove(NativeHandle);

The owner broadcasts with OnHealthChanged.Broadcast(CurrentHealth, MaxHealth);. Both classes in full: references/delegate-patterns.md [blocked].

Single delegates bind with BindUObject, BindSP, BindRaw, BindStatic, BindLambda, BindWeakLambda(this, ...) and fire with ExecuteIfBound(...). For a lambda that captures this, prefer AddWeakLambda/BindWeakLambda so the binding dies with the object.

String Types

TypeUse forCompareNotes
FNameIdentifiers, asset and bone names, tagsO(1) integer, case-insensitiveInterned in a global table; immutable
FStringPaths, parsing, runtime-built textO(n)Mutable heap string; *Str yields const TCHAR*
FTextAnything a player reads—Localizable; build with LOCTEXT/NSLOCTEXT/FText::Format
cpp
float Health = 42.f; int32 Current = 3; int32 Max = 5;
FName   Tag(TEXT("Weapon.Rifle"));FString S    = Tag.ToString();FName   Back = FName(*S);FString Msg  = FString::Printf(TEXT("HP: %.1f (%d/%d)"), Health, Current, Max);int32 Parsed = FCString::Atoi(TEXT("42"));
#define LOCTEXT_NAMESPACE "MyGame"FText Label = LOCTEXT("RifleName", "Assault Rifle");FText Fmt   = FText::Format(LOCTEXT("HPFmt", "HP: {0}/{1}"), FText::AsNumber(Current), FText::AsNumber(Max));#undef LOCTEXT_NAMESPACEFText Other = NSLOCTEXT("MyGame", "Key", "Text");   // no #define neededFText Raw   = FText::FromString(S);                 // not localized; runtime-generated text only

Object Lifetime and Pointers

The garbage collector keeps alive every UObject reachable from a root through reflected (UPROPERTY) references, FGCObject referencers, TStrongObjectPtr and rooted objects. A pointer the GC cannot see may dangle.

cpp
// Reflected members: TObjectPtr — GC-tracked, access-tracked in the editor, used like a raw pointerUPROPERTY() TObjectPtr<UStaticMeshComponent> MeshComp;
// Legacy APIs that want raw pointersvoid FillObjects(TArray<UObject*>& Out);TArray<TObjectPtr<UObject>> Objects;FillObjects(MutableView(Objects));                       // temporary TArray<UObject*>& view; ToRawPtr(Ptr) for a single read-only copy
// Non-owning reference: TWeakObjectPtr becomes null once the object is destroyed or collectedTWeakObjectPtr<AMyCharacter> WeakTarget;if (AMyCharacter* Target = WeakTarget.Get()) { Target->OnDamageTaken(5.f); }
// Keep-alive from non-reflected code: scoped root instead of AddToRoot()/RemoveFromRoot()TStrongObjectPtr<UMyDataObject> Pinned(NewObject<UMyDataObject>());
// Plain C++ types only: never wrap a UObject in TSharedPtr/TUniquePtrstruct FMyData { int32 Score = 0; };TSharedPtr<FMyData> Data = MakeShared<FMyData>();TWeakPtr<FMyData>   WeakData = Data;                     // Pin() returns a TSharedPtr if still alive

Non-UObject classes that hold UObjects derive from FGCObject and report them through TObjectPtr members; the raw UObject* overloads of AddReferencedObject(s) are deprecated and unsafe with incremental GC.

cpp
#include "UObject/GCObject.h"
class FMyManager : public FGCObject{public:    virtual void AddReferencedObjects(FReferenceCollector& Collector) override { Collector.AddReferencedObject(ManagedObject); }    virtual FString GetReferencerName() const override { return TEXT("FMyManager"); }private:    TObjectPtr<UMyDataObject> ManagedObject;   // TObjectPtr<T>& overload; raw UObject* is deprecated};

CDO Access and Non-Null Parameters

cpp
#include "Misc/NotNull.h"
const UMyDataObject* Defaults = GetDefault<UMyDataObject>();        // class default object, read-onlyUMyDataObject*       Settings = GetMutableDefault<UMyDataObject>(); // settings-style objectsUClass* SomeClass = AMyCharacter::StaticClass();const AMyCharacter* ClassCDO = SomeClass->GetDefaultObject<AMyCharacter>();  // CDO of a runtime UClass
// TNotNull<T*>: caller cannot pass null; checked at the call site in Debug/Development, a plain pointer in Test and Shippingvoid RegisterOwner(TNotNull<AActor*> Owner);void RegisterOwner(TNotNull<AActor*> Owner){    Owner->SetActorHiddenInGame(false);   // no null check needed inside}

UClass::ClassDefaultObject is deprecated for direct access. TNotNull<T*> converts implicitly to T*; keep T* where null is a meaningful value.

Subsystems

Auto-instanced singletons owned by an engine object; no manual rooting. Override Initialize(FSubsystemCollectionBase&)/Deinitialize(); call Collection.InitializeDependency<UMyOtherSubsystem>() inside Initialize when ordering matters; return false from ShouldCreateSubsystem(UObject* Outer) const to opt out.

ClassHeaderOwner / lifetimeAccessor
UEngineSubsystemSubsystems/EngineSubsystem.hUEngine; whole processGEngine->GetEngineSubsystem<T>()
UGameInstanceSubsystemSubsystems/GameInstanceSubsystem.hUGameInstance; survives map changesGetGameInstance()->GetSubsystem<T>()
UWorldSubsystemSubsystems/WorldSubsystem.hUWorld; recreated per world; filter with DoesSupportWorldTypeGetWorld()->GetSubsystem<T>()
UTickableWorldSubsystemSubsystems/WorldSubsystem.hAs above, plus Tick(); must implement GetStatId()GetWorld()->GetSubsystem<T>()
ULocalPlayerSubsystemSubsystems/LocalPlayerSubsystem.hULocalPlayer; one per local playerLocalPlayer->GetSubsystem<T>(), ULocalPlayer::GetSubsystemFromController<T>(PC)
UEditorSubsystemEditorSubsystem.h (module EditorSubsystem)UEditorEngine; editor session onlyGEditor->GetEditorSubsystem<T>()
cpp
// MyInventorySubsystem.h#pragma once#include "CoreMinimal.h"#include "Subsystems/GameInstanceSubsystem.h"#include "MyInventorySubsystem.generated.h"
UCLASS()class MYGAME_API UMyInventorySubsystem : public UGameInstanceSubsystem{    GENERATED_BODY()public:    virtual void Initialize(FSubsystemCollectionBase& Collection) override;    virtual void Deinitialize() override;
    UFUNCTION(BlueprintCallable, Category="Inventory")    void AddItem(FName ItemID, int32 Count);private:    TMap<FName, int32> Inventory;};
// A ticking world subsystem adds these; Initialize/Deinitialize must call Super:: (the base registers the ticker)UCLASS()class MYGAME_API UMyTickableSubsystem : public UTickableWorldSubsystem{    GENERATED_BODY()public:    virtual void Tick(float DeltaTime) override;    virtual TStatId GetStatId() const override { RETURN_QUICK_DECLARE_CYCLE_STAT(UMyTickableSubsystem, STATGROUP_Tickables); }    virtual bool DoesSupportWorldType(const EWorldType::Type WorldType) const override;  // e.g. Game and PIE only};
cpp
// Access from an AActor member functionUMyInventorySubsystem* Inv = GetGameInstance()->GetSubsystem<UMyInventorySubsystem>();UMyTickableSubsystem*  Tck = GetWorld()->GetSubsystem<UMyTickableSubsystem>();APlayerController*     PC  = GetWorld()->GetFirstPlayerController();UMyUISubsystem*        UI  = ULocalPlayer::GetSubsystemFromController<UMyUISubsystem>(PC);   // null-safeUMyEngineSubsystem*    Eng = GEngine->GetEngineSubsystem<UMyEngineSubsystem>();

UWorldSubsystem also offers PostInitialize(), OnWorldBeginPlay(UWorld& InWorld), OnWorldEndPlay(UWorld& InWorld) and OnWorldComponentsUpdated(UWorld& World) overrides; ULocalPlayerSubsystem::GetLocalPlayer<T>() and UGameInstanceSubsystem::GetGameInstance() return the owner.

Replicated Properties

Both the specifier and the GetLifetimeReplicatedProps entry are required. Conditions (COND_*), RPC rules, push model and Iris: ue-networking-replication.

cpp
// MyReplicatedActor.h#pragma once#include "CoreMinimal.h"#include "GameFramework/Actor.h"#include "MyReplicatedActor.generated.h"
UCLASS()class MYGAME_API AMyReplicatedActor : public AActor{    GENERATED_BODY()public:    AMyReplicatedActor() { bReplicates = true; }    virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;protected:    UPROPERTY(ReplicatedUsing=OnRep_Health)    float Health = 100.f;
    UFUNCTION()    void OnRep_Health();                 // runs on clients after Health changes};
cpp
// MyReplicatedActor.cpp#include "MyReplicatedActor.h"#include "Net/UnrealNetwork.h"          // required for DOREPLIFETIME
void AMyReplicatedActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const{    Super::GetLifetimeReplicatedProps(OutLifetimeProps);    DOREPLIFETIME(AMyReplicatedActor, Health);}
void AMyReplicatedActor::OnRep_Health() {}

Logging

cpp
DECLARE_LOG_CATEGORY_EXTERN(LogMyGame, Log, All);   // MyGame.h (module header)DEFINE_LOG_CATEGORY(LogMyGame);                     // MyGame.cppUE_LOG(LogMyGame, Warning, TEXT("HP low: %.1f"), 12.5f);

Verbosities (Logging/LogVerbosity.h): Fatal, Error, Warning, Display, Log, Verbose, VeryVerbose. Display prints to the console and the log file; Log goes to the log file only. Shipping builds compile UE_LOG out unless the target sets bUseLoggingInShipping = true. Categories, structured logging (UE_LOGFMT), runtime verbosity control and profiling: ue-testing-debugging.

Conditional Compilation Guards

cpp
#if WITH_EDITORONLY_DATA    UPROPERTY(EditAnywhere, Category="Debug")    bool bShowDebugSpheres = false;                 // reflected editor-only data#endif#if WITH_EDITOR    virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;   // editor-only code#endif#if !UE_BUILD_SHIPPING    void DrawDebugInfo();                           // Debug, Development and Test only#endif

Deprecated — do not use

Do not emitUse in 5.8Source
SomeClass->ClassDefaultObjectGetDefault<T>(), GetMutableDefault<T>(), SomeClass->GetDefaultObject<T>()UE_DEPRECATED(5.6) in UObject/Class.h:4045
Collector.AddReferencedObject(RawUObjectPtr) with UObject* membersTObjectPtr<T> members passed to AddReferencedObject(s)UE_DEPRECATED(5.3) via UE_REFERENCE_COLLECTOR_REQUIRE_OBJECTPTR_DEPRECATED in UObject/UObjectGlobals.h:109
ToRawPtrArrayUnsafe(Array), ToRawPtrTArrayUnsafe(Array) on mutable arraysMutableView(Array) or keep TArray<TObjectPtr<T>>UE_DEPRECATED(5.6) in UObject/ObjectPtr.h:1112,1156
Visit(<overload-set helper struct>{...}, Variant)One generic lambda with if constexpr (std::is_same_v<...>)Helper is Lyra sample code; absent from 5.8 headers (Misc/TVariant.h)
GENERATED_USTRUCT_BODY(), GENERATED_UCLASS_BODY(), GENERATED_IINTERFACE_BODY()GENERATED_BODY()Legacy aliases in UObject/ObjectMacros.h:802-805
Obj->AddToRoot() / RemoveFromRoot() for temporary keep-aliveTStrongObjectPtr<T> (UObject/StrongObjectPtr.h)Rooting is permanent until removed; scoped pointer cannot leak
TMap::TIterator(Map, /*bRequiresRehashOnRemoval*/ true) (auto-Relax after removal)Map.CreateIterator(); call Compact()/Shrink() yourself if neededUE_DEPRECATED(5.8) in Containers/Map.h.inl:916; TSet::Relax() itself is not yet marked (Containers/SparseSet.h.inl:319)
TIsConst<T>, TIsMemberPointer<T>std::is_const_v<T>, std::is_member_pointer_v<T>UE_DEPRECATED(5.7) Templates/IsConst.h:15; UE_DEPRECATED(5.8) Templates/IsMemberPointer.h:14
FThreadSafeRefCountedObject, FRefCountBaseFRefCountedObject (now thread-safe)UE_DEPRECATED(5.8) in Templates/RefCounting.h:151-153
FCoreDelegates::OnPostEngineInit.AddRaw(...)FCoreDelegates::GetOnPostEngineInit().AddRaw(...)UE_DEPRECATED(5.8) in Misc/CoreDelegates.h:240
Delegate.ProcessMulticastDelegate<UObject>(Params)Delegate.ProcessDelegate<UObject>(Params)UE_DEPRECATED(5.8) in UObject/ScriptDelegates.h:1462
meta=(HideAssetPicker)meta=(HidePinAssetPicker)UE_DEPRECATED(5.6) in UObject/ObjectMacros.h:1673
ObjPtr.IsRemote()ObjPtr.GetResidence()UE_DEPRECATED(5.8) in UObject/ObjectPtr.h:206

Common Mistakes

Raw UObject* member without UPROPERTY — dangling after GC:

cpp
UMyDataObject* Obj;                        // WRONG: invisible to GCUPROPERTY() TObjectPtr<UMyDataObject> Obj; // RIGHT

Mutating a TArray inside ranged-for — iterator invalidation:

cpp
TArray<AActor*> Actors;for (AActor* A : Actors) { Actors.Remove(A); }                                                      // WRONGfor (int32 i = Actors.Num() - 1; i >= 0; --i) { if (!IsValid(Actors[i])) { Actors.RemoveAt(i); } }  // RIGHT

TSharedPtr around a UObject — two owners, one crash: UObjects are owned by the GC; use TObjectPtr, TWeakObjectPtr or TStrongObjectPtr.

.generated.h not the last include, or MYGAME_API missing: UnrealHeaderTool rejects the header; the missing API macro surfaces later as LNK2019 from other modules.

AddDynamic bound to a non-UFUNCTION: the reflection lookup fails at runtime and the handler never runs; mark it UFUNCTION().

UPROPERTY/UFUNCTION written above a .cpp definition: UnrealHeaderTool only parses headers; the macro is silently ignored. Put it on the declaration inside the class body.

BlueprintNativeEvent without Name_Implementation: unresolved external at link time. Declare virtual void Name_Implementation(...) and define it.

UTickableWorldSubsystem::Initialize/Deinitialize override without Super::: the tickable registration lives in the base implementation; the subsystem never ticks.

Reading ClassDefaultObject directly: deprecated and about to become private; use GetDefault<T>().

Log verbosity "not showing up": Log is file-only by design; use Display for console output.

Related Skills

  • ue-actor-component-architecture — AActor/UActorComponent lifecycle, spawning, tick groups, component setup
  • ue-module-build-system — Build.cs, module dependencies, API export macros, include paths, PCH
  • ue-testing-debugging — log categories and verbosity, structured logging, automation tests, profiling
  • ue-networking-replication — DOREPLIFETIME conditions, RPC rules, push model, Iris
  • ue-blueprint-cpp-interop — UBlueprintFunctionLibrary, latent and async actions, Blueprint-implementable
  • Also relevant: ue-data-assets-tables, ue-animation-system, ue-async-threading, ue-audio-system, ue-editor-tools, ue-gameplay-abilities, ue-gameplay-framework, ue-gameplay-tags-messaging, ue-input-system, ue-mass-entity, ue-materials-rendering, ue-serialization-savegames, ue-state-trees, ue-ui-umg-slate, ue-world-level-streaming

來源與署名

來源:quodsoler/unreal-engine-skills位於skills/ue-cpp-foundations提交f3742d7

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