What problem does it solve? Writing correct Unreal C++ gameplay objects requires knowing the AActor lifecycle order, the component type hierarchy, and the rules for spawning, attachment, and registration — mistakes like putting gameplay logic in the constructor or forgetting RegisterComponent cause silent, hard-to-debug failures. ## Core Features & Use Cases - Lifecycle guidance: Covers the full AActor sequence (constructor, PostInitializeComponents, BeginPlay, Tick, EndPlay) and the three creation paths (load, PIE, spawn), with verified UE 5.8 source citations. - Component composition: Explains UActorComponent vs USceneComponent vs UPrimitiveComponent, root component selection, attachment rules, sockets, and mobility. - Spawning and runtime components: Details SpawnActor variants, FActorSpawnParameters, deferred spawn, collision handling, and runtime component registration. - Use Case: You need to create a pickup actor with a sphere trigger and mesh, bind an overlap event, and spawn it at runtime with pre-configured damage values — the skill provides the exact class structure, delegate signature, and deferred-spawn pattern. ## Quick Start Use the ue-actors-and-components skill to create a new AActor subclass with a collision root component and an attached static mesh that binds an overlap event in BeginPlay.