What problem does it solve? Unreal Engine agents often misunderstand how Blueprints actually work under the hood — the difference between the UBlueprint editor asset and the UBlueprintGeneratedClass runtime class, how graphs compile, and how Blueprint logic maps onto the UObject/reflection model. This Skill provides the correct mental model and exact engine-source references so an agent can reason about Blueprint vs C++ responsibilities, design class hierarchies spanning both, and debug compilation or reparenting issues. ## Core Features & Use Cases - Two-object architecture: Explains UBlueprint (editor asset) vs UBlueprintGeneratedClass (runtime UClass), the skeleton class, and the compilation pipeline with UE 5.8 source citations. - Graph and variable model: Covers Event Graphs, Functions, Construction Scripts, Macros, Interfaces, variable flag mappings to UPROPERTY specifiers, and the SCS component tree. - C++ + Blueprint boundary: Documents UCLASS/UPROPERTY/UFUNCTION specifiers, BlueprintNativeEvent/BlueprintImplementableEvent dispatch, and the idiomatic C++ base + Blueprint subclass pattern with TSubclassOf spawning. - Use Case: When asked to design a weapon system, the agent writes a Blueprintable C++ AWeaponBase with exposed properties and events, then creates BP_Rifle as a thin Blueprint subclass that sets defaults and implements visual responses — avoiding logic-heavy Blueprint pitfalls. ## Quick Start Explain how a Blueprint class relates to its C++ parent and help me design a C++ base class with a Blueprint subclass for a weapon actor.