From ue5-style-guide
Creating or editing Unreal Engine Blueprints, Blueprint variables, or Blueprint functions
How this skill is triggered — by the user, by Claude, or both
Slash command
/ue5-style-guide:blueprintsThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Guidelines for clean, maintainable Blueprint code.
Guidelines for clean, maintainable Blueprint code.
Zero warnings, zero errors - Fix all Blueprint compilation issues before committing.
| Rule | Example |
|---|---|
| PascalCase | PlayerHealth, MaxAmmo |
Boolean prefix b | bIsAlive, bCanJump, bHasWeapon |
| No abbreviations | CurrentHealthPoints not CurHP |
| Type | Naming | Example |
|---|---|---|
| Actions | Verb | FireWeapon, TakeDamage |
| Events | On prefix | OnDeath, OnItemPickup |
| Queries | Is/Has/Can | IsAlive, HasAmmo, CanFire |
| Prefix | Direction |
|---|---|
| Server_ | Client → Server |
| Client_ | Server → Client |
| Multicast_ | Server → All Clients |
[Comment: Input Handling]
┌─────────────────────────┐
│ Input → Validate → │
│ Process → Output │
└─────────────────────────┘
[Comment: Combat Logic]
┌─────────────────────────┐
│ Damage Calculation │
│ → Apply → Notify │
└─────────────────────────┘
| Avoid | Use Instead |
|---|---|
| Complex Tick logic | Timers or events |
| Many Cast nodes | Interfaces or cached refs |
| String operations in Tick | Pre-computed values |
| Deep nesting (>3 levels) | Extracted functions |
Move to C++ when:
Organize with numbered prefixes for consistent ordering:
00|Core
01|Combat
02|Movement
03|UI
04|Audio
05|Debug
Documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/blueprint-best-practices-in-unreal-engine
npx claudepluginhub rickym-h/jadefall-marketplace --plugin ue5-style-guideDefines boundaries between Blueprints and C++ in Unreal Engine, keeping graphs readable and avoiding hidden architecture from graph sprawl.
Expert guidelines for Unreal Engine 5.x C++ development covering UObject lifecycle, reflection system, performance patterns, and Epic's naming conventions.
Inspects and analyzes Unreal Engine blueprint exports, bytecode, and graph data using the BPX blueprint command. Useful for reverse-engineering, debugging, and understanding blueprint logic.