Iván

Unreal Engine

Developmentv1.0.0
By IvánUpdated 2026-05-11unreal-engine@clawhub_ivangdavila/unreal-engine
Code GenerationBug Fixing

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.

Installs
169
Downloads
2.5K
Stars
5
Overall Rank
#4,089
Top 81% overall · Top 88% in Development
PlatformInstallsDownloadsStarsComments
ClawHub ↗662.4K4-
SkillHub ↗1692.5K5—

Platforms count differently and update at different times.

What this skill does

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

What you can do with it

  • Review UObject lifetime and reference issues
  • Check Blueprint access or replication logic
  • Inspect actor lifecycle, ticking, and asset references

When to use it

  • When a concise reference for an Unreal Engine programming issue is useful
  • Before applying guidance to a project, verify the engine version, networking model, and local coding conventions

Example prompts

Generated from the skill’s documentation as examples; not results of actual runs.

Review this Unreal Engine code for object-lifetime and replication issues, and separate general guidance from points that need project-specific verification.

Monthly Trend

Downloads2.5K
9821.8K2.6K2026-03 · Downloads 1.1K2026-05 · Downloads 1.5K2026-06 · Downloads 1.7K2026-07 · Downloads 2.0K2026-08 · Downloads 2.2K2026-09 · Downloads 2.5K26-0326-09
Stars5
4552026-03 · Stars 42026-05 · Stars 42026-06 · Stars 52026-07 · Stars 52026-08 · Stars 52026-09 · Stars 526-0326-09

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.

MonthDownloadsMoMStars
2026-092.5K—5
2026-082.2K+10.3%5
2026-072.0K+21.2%5
2026-061.7K+11.0%5
2026-051.5K—4
2026-031.1K—4

SKILL.md (original)

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.

3.0 KB · ClawHub v1.0.0
---
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()`
Show all (57 lines)
- `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

Popular in Development

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Data month: 2026-09 · Downloads, stars and installs are aggregated monthly from public skill registries (ClawHub, SkillHub). See methodology.