According to AlphaMoat, as of 2026-09, Unreal Engine has 2,516 downloads and 5 stars — ranked #4,089 of 5,078 AI skills overall, and #506 of 577 in Development.
| Platform | Installs | Downloads | Stars | Comments |
|---|---|---|---|---|
| ClawHub ↗ | 66 | 2.4K | 4 | - |
| SkillHub ↗ | 169 | 2.5K | 5 | — |
Platforms count differently and update at different times.
Covers UObject garbage collection, UPROPERTY/UFUNCTION macros, actor lifecycle, tick performance, network replication, asset references, and pointer ownership. This is general guidance that may not match a project’s engine version, architecture, or networking model; verify it against project documentation and conventions before applying it. Have an Unreal Engine developer review changes and check both editor and packaged-build behavior before release.
Profile published 2026-10-27
Generated from the skill’s documentation as examples; not results of actual runs.
The counting method changed in 2026-09: skills with the same name are now counted separately by author, and the full catalog is covered. Dashed lines show months before the change; they are not compared with later months, and no growth is computed across the change.
| Month | Downloads | MoM | Stars |
|---|---|---|---|
| 2026-09 | 2.5K | — | 5 |
| 2026-08 | 2.2K | +10.3% | 5 |
| 2026-07 | 2.0K | +21.2% | 5 |
| 2026-06 | 1.7K | +11.0% | 5 |
| 2026-05 | 1.5K | — | 4 |
| 2026-03 | 1.1K | — | 4 |
The author’s original file, shown as plain text without edits or review by AlphaMoat. Links are not clickable; check commands before running them. Fetched 2026-10-23.
---
name: Unreal Engine
description: Avoid common Unreal mistakes — garbage collection, UPROPERTY macros, replication authority, and asset reference pitfalls.
metadata: {"clawdbot":{"emoji":"🎯","os":["linux","darwin","win32"]}}
---
## Garbage Collection
- Raw pointers to UObjects get garbage collected — use `UPROPERTY()` to prevent
- `UPROPERTY()` marks for GC tracking — without it, pointer becomes dangling
- `TWeakObjectPtr` for optional references — doesn't prevent collection, check `IsValid()`- `NewObject<T>()` for UObjects — never raw `new`, GC won't track it ## UPROPERTY and UFUNCTION - `UPROPERTY()` required for Blueprint access — and for GC tracking - `UFUNCTION()` for Blueprint callable/events — also required for replication - `EditAnywhere` vs `VisibleAnywhere` — edit allows changes, visible is read-only - `BlueprintReadWrite` vs `BlueprintReadOnly` — controls Blueprint access level ## Actor Lifecycle - `BeginPlay` after all components initialized — safe to access components - Constructor runs on CDO (Class Default Object) — don't spawn actors or access world - `PostInitializeComponents` before BeginPlay — for component setup - `EndPlay` for cleanup — called on destroy and level transition ## Tick Performance - Disable tick when not needed — `PrimaryActorTick.bCanEverTick = false` - Use timers instead of tick + counter — `GetWorldTimerManager().SetTimer()` - Tick groups for ordering — `PrePhysics`, `DuringPhysics`, `PostPhysics` - Blueprint tick expensive — move hot logic to C++ ## Replication - Server is authority — clients request, server validates and replicates - `UPROPERTY(Replicated)` for variable sync — implement `GetLifetimeReplicatedProps` - `UFUNCTION(Server)` for client-to-server RPC — must be `Reliable` or `Unreliable` - `HasAuthority()` to check if server — before executing authoritative logic - `Role` and `RemoteRole` for network role checks — `ROLE_Authority` is server ## Asset References - Hard references load with parent — bloats memory, use for always-needed - Soft references (`TSoftObjectPtr`) load on demand — for optional or large assets - `LoadSynchronous()` or `AsyncLoad` for soft refs — don't access until loaded - Blueprint class references: `TSubclassOf<T>` — type-safe class selection ## Memory and Pointers - `TSharedPtr` for non-UObjects — reference counted, auto-deletes - `TUniquePtr` for exclusive ownership — can't copy, moves only - `MakeShared<T>()` for creation — single allocation for object and control block - Never mix raw `new/delete` with smart pointers — choose one pattern ## Common Mistakes - Accessing null actor in Blueprint — use `IsValid()` node before access - PIE (Play In Editor) vs packaged build differ — test shipping build - Hot reload corrupts Blueprints — close editor, build, reopen - `GetWorld()` null in constructor — world doesn't exist yet, use BeginPlay - Spawning in constructor crashes — defer to BeginPlay or later - `FString` for display, `FName` for identifiers — FName is hashed, faster comparison
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Data month: 2026-09 · Downloads, stars and installs are aggregated monthly from public skill registries (ClawHub, SkillHub). See methodology.