What problem does it solve? Unreal C++ has strict, engine-enforced conventions — type prefixes, include ordering, reflection macros, and formatting rules — and violating them causes UHT build errors, broken generated code, or code that clashes with the engine and surrounding project style. This Skill gives an agent the exact rules and engine-source evidence to write or review UE C++ that matches Epic's standard. ## Core Features & Use Cases - Naming and type prefixes: Enforces U/A/F/E/I/T/S prefixes, PascalCase identifiers, the b prefix for booleans, enum class style, and Out/In parameter conventions. - Header and include structure: Specifies include order with generated.h last, IWYU discipline, forward declarations, #pragma once, and module *_API export macros. - Reflection and UHT rules: Covers UCLASS/USTRUCT/UENUM/UPROPERTY/UFUNCTION specifiers, GENERATED_BODY(), Category requirements, and TObjectPtr for UObject members. - Use Case: When writing a new AActor subclass with replicated properties and Blueprint-callable functions, use this Skill to structure the header correctly, choose the right specifiers, and avoid the common UHT pitfalls like a misplaced generated.h include. ## Quick Start Write a new Unreal C++ actor class with a health property and a BlueprintCallable damage function following Epic's coding standard.