What problem does it solve? Wiring callbacks and events in Unreal C++ is error-prone: choosing the wrong delegate family breaks Blueprint visibility, unsafe lambda bindings crash on destroyed objects, and mismatched macros cause compile failures. This Skill provides the correct macros, binding forms, and lifetime rules for every delegate scenario in UE 5.8. ## Core Features & Use Cases - Delegate family selection: Decision tables for single-cast (DECLARE_DELEGATE, _RetVal), multicast (DECLARE_MULTICAST_DELEGATE, TS variant), and dynamic multicast (BlueprintAssignable) delegates. - Binding and lifetime safety: Full coverage of BindUObject, AddUObject, BindLambda, AddWeakLambda, BindRaw, AddSP, FDelegateHandle management, and EndPlay cleanup patterns. - Blueprint integration: AddDynamic/RemoveDynamic wiring, UFUNCTION requirements, UPROPERTY specifiers, and serialization behavior of dynamic delegates. - Use Case: When exposing a C++ health-changed event that both C++ systems and Blueprint HUDs must subscribe to, use this Skill to declare a dynamic multicast delegate, bind UFUNCTION handlers safely, and avoid dangling-binding crashes. ## Quick Start Use the ue-delegates-and-events skill to declare a BlueprintAssignable dynamic multicast delegate for an OnDied event and bind a UFUNCTION handler to it.