What problem does it solve? Unreal C++ fails to compile, disappears from Blueprints, or crashes after garbage collection when reflection macros, specifiers, or ownership rules are wrong. This Skill provides the exact UCLASS/UPROPERTY/UFUNCTION rules, construction APIs, and pointer types needed to author correct UE C++ the first time. ## Core Features & Use Cases - Reflection macro guidance: Correct usage of UCLASS, USTRUCT, UENUM, UINTERFACE, GENERATED_BODY, the *.generated.h include pipeline, and module API export macros, verified against UE 5.8 engine source. - Specifier reference: Edit/visibility, Blueprint access, replication, and serialization specifiers for UPROPERTY and UFUNCTION, including BlueprintNativeEvent and RPC patterns. - Object construction and ownership: When to use CreateDefaultSubobject vs NewObject vs SpawnActor, how the Class Default Object works, and how to choose between TObjectPtr, raw pointers, TWeakObjectPtr, and TSharedPtr. - Use Case: You are creating a new AActor subclass with Blueprint-exposed health stats and a replicated damage function. The Skill gives you the correct header structure, specifiers, and constructor pattern, and helps you diagnose UHT errors like "missing generated.h" when the build fails. ## Quick Start Ask the agent to create a Blueprintable Unreal C++ Actor class with editable properties and a BlueprintCallable function, following UE 5.8 reflection and ownership rules.