What problem does it solve? Unreal Engine C++ code must use the engine's own types rather than the C++ standard library, and choosing the wrong type (FString vs FName vs FText, FRotator vs FQuat, TArray vs TMap) causes serialization failures, localization bugs, gimbal lock, and GC issues. This Skill gives an agent the correct UE 5.8 types, API signatures, and gotchas for everyday C++ work. ## Core Features & Use Cases - Container selection and usage: TArray, TMap, TSet, TQueue, TArrayView with idiomatic patterns (Reserve, Emplace, FindOrAdd, RemoveAll) and GC/UPROPERTY rules. - String and text handling: FString, FName, FText, TStringBuilder with the full conversion matrix, localization rules (NSLOCTEXT vs LOCTEXT), and encoding guidance. - Math types with LWC awareness: FVector, FRotator, FQuat, FTransform, FMath under UE5 double-precision (Large World Coordinates), including quaternion composition and Slerp conventions. - Utility types: TOptional, TVariant, TTuple, TPair with safe-access patterns (IsSet/GetValue, TryGet). - Use Case: When writing a gameplay class that stores spawned actors, formats a localized HP display, and blends rotations, the agent uses this Skill to pick UPROPERTY'd TArray<TObjectPtr<AActor>>, FText::Format with NSLOCTEXT, and FQuat::Slerp instead of std::vector, printf-style strings, and FRotator addition. ## Quick Start Use the ue-core-types-and-containers skill to write a UE 5.8 C++ function that stores hit results in a thread-safe queue and formats a localized damage message.