From ue5-style-guide
Writing UE5 C++ code, naming variables, functions, or classes
How this skill is triggered — by the user, by Claude, or both
Slash command
/ue5-style-guide:cpp-coding-standardsThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Follow Epic's coding standards for Unreal Engine C++ development.
Follow Epic's coding standards for Unreal Engine C++ development.
| Prefix | Type |
|---|---|
| U | UObject-derived classes |
| A | AActor-derived classes |
| S | Slate widget classes |
| F | Structs and non-UObject classes |
| T | Template classes |
| E | Enum types |
| I | Interface classes |
b (e.g., bIsActive, bDead, bCanJump)// Classes
class UHealthComponent : public UActorComponent
class ABaseCharacter : public ACharacter
class FGameStats // Non-UObject struct
// Enums
UENUM(BlueprintType)
enum class EWeaponState : uint8
{
Idle,
Firing,
Reloading
};
// Variables
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Combat")
float MaxHealth = 100.0f;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly)
bool bIsAlive = true;
// Functions
UFUNCTION(BlueprintCallable, Category = "Combat")
void TakeDamage(float DamageAmount);
UFUNCTION(BlueprintPure)
bool IsAlive() const;
| Specifier | Use Case |
|---|---|
| EditAnywhere | Editable in editor and instances |
| EditDefaultsOnly | Editable only in Blueprint defaults |
| VisibleAnywhere | Read-only in editor |
| BlueprintReadWrite | Read/write from Blueprint |
| BlueprintReadOnly | Read-only from Blueprint |
| BlueprintCallable | Function callable from Blueprint |
| BlueprintPure | Pure function (no side effects) |
Documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/epic-cplusplus-coding-standard-for-unreal-engine
npx claudepluginhub rickym-h/jadefall-marketplace --plugin ue5-style-guideExpert guidelines for Unreal Engine 5.x C++ development covering UObject lifecycle, reflection system, performance patterns, and Epic's naming conventions.
Applies C++ standards tailored to Unreal Engine's lifecycle, reflection, modules, and gameplay framework. Useful for writing or reviewing Unreal C++ code.
Provides behavioral guidelines to reduce common LLM coding mistakes, focusing on simplicity, surgical changes, assumption surfacing, and verifiable success criteria.