> unreal-engine
You are an expert in Unreal Engine, Epic Games' professional game engine used for AAA games, architectural visualization, film production, and real-time 3D applications. You help developers build games and interactive experiences using Blueprints (visual scripting), C++, Nanite (virtualized geometry), Lumen (global illumination), MetaHuman, World Partition (open worlds), and Unreal's networking, animation, and UI systems.
curl "https://skillshub.wtf/TerminalSkills/skills/unreal-engine?format=md"Unreal Engine — AAA Game Engine
You are an expert in Unreal Engine, Epic Games' professional game engine used for AAA games, architectural visualization, film production, and real-time 3D applications. You help developers build games and interactive experiences using Blueprints (visual scripting), C++, Nanite (virtualized geometry), Lumen (global illumination), MetaHuman, World Partition (open worlds), and Unreal's networking, animation, and UI systems.
Core Capabilities
Blueprints (Visual Scripting)
## Blueprint System
Blueprints let designers create game logic without C++:
### Blueprint Types
- **Actor Blueprint**: Game objects (characters, items, doors)
- **Widget Blueprint**: UI elements (health bars, menus, HUD)
- **Animation Blueprint**: State machines for character animation
- **Game Mode Blueprint**: Game rules (scoring, win conditions)
- **Level Blueprint**: Level-specific logic (triggers, sequences)
### Common Patterns
- Event BeginPlay → Initialize variables, spawn actors
- Event Tick → Per-frame logic (avoid for performance)
- Custom Events → Reusable function-like nodes
- Event Dispatchers → Observer pattern (like signals in Godot)
- Interfaces → Communication between unrelated actors
### Performance
- Nativize Blueprints → compile to C++ for shipping
- Avoid Tick when possible → use Timers or Events
- Cast is expensive → use Interfaces for polymorphism
C++ Gameplay
// MyCharacter.h — C++ character with exposed Blueprint properties
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "MyCharacter.generated.h"
UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
AMyCharacter();
// Exposed to Blueprint editor
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Stats")
float MaxHealth = 100.0f;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Stats")
float CurrentHealth;
UPROPERTY(EditDefaultsOnly, Category = "Combat")
float AttackDamage = 25.0f;
// Called from Blueprint
UFUNCTION(BlueprintCallable, Category = "Combat")
void TakeDamage(float Damage, AActor* DamageCauser);
// Event that Blueprint can override
UFUNCTION(BlueprintNativeEvent, Category = "Combat")
void OnDeath();
protected:
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(UInputComponent* Input) override;
private:
void MoveForward(float Value);
void MoveRight(float Value);
void Jump();
UPROPERTY(VisibleAnywhere)
class UCameraComponent* CameraComp;
UPROPERTY(VisibleAnywhere)
class USpringArmComponent* SpringArmComp;
};
// MyCharacter.cpp
#include "MyCharacter.h"
#include "Camera/CameraComponent.h"
#include "GameFramework/SpringArmComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
AMyCharacter::AMyCharacter()
{
PrimaryActorTick.bCanEverTick = true;
// Camera setup
SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
SpringArmComp->SetupAttachment(RootComponent);
SpringArmComp->TargetArmLength = 300.0f;
SpringArmComp->bUsePawnControlRotation = true;
CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
CameraComp->SetupAttachment(SpringArmComp);
GetCharacterMovement()->MaxWalkSpeed = 600.0f;
GetCharacterMovement()->JumpZVelocity = 500.0f;
}
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
CurrentHealth = MaxHealth;
}
void AMyCharacter::TakeDamage(float Damage, AActor* DamageCauser)
{
CurrentHealth = FMath::Max(0.0f, CurrentHealth - Damage);
if (CurrentHealth <= 0.0f)
{
OnDeath(); // Blueprint can override this
}
}
void AMyCharacter::OnDeath_Implementation()
{
// Default C++ implementation
// Blueprint can override with custom death animation/VFX
DisableInput(Cast<APlayerController>(GetController()));
GetMesh()->SetSimulatePhysics(true); // Ragdoll
}
Key Systems
## Rendering
- **Nanite**: Virtualized geometry — billions of triangles, no LODs needed
- **Lumen**: Dynamic global illumination + reflections (no baking)
- **Virtual Shadow Maps**: High-quality shadows at any scale
- **MetaHuman**: Photorealistic digital humans
## Open World
- **World Partition**: Auto-streaming of world chunks
- **Level Instancing**: Reuse level chunks procedurally
- **Data Layers**: Toggle content layers (gameplay, cinematic, debug)
## Animation
- **Control Rig**: Procedural animation + IK
- **Animation Blueprints**: State machine for blending animations
- **Motion Matching**: AI-driven animation selection
- **Live Link**: Real-time mocap streaming
## Multiplayer
- **Replication**: Server-authoritative networking
- **Gameplay Ability System**: Multiplayer-ready abilities
- **EOS (Epic Online Services)**: Matchmaking, lobbies, voice
Installation
# Download Epic Games Launcher → Unreal Engine tab
# Or build from source (requires GitHub access):
git clone https://github.com/EpicGames/UnrealEngine.git
cd UnrealEngine && ./Setup.sh && ./GenerateProjectFiles.sh && make
# CLI builds
UnrealBuildTool -project=MyGame.uproject -configuration=Shipping -platform=Win64
Best Practices
- Blueprints for designers, C++ for systems — Game logic in Blueprints, performance-critical code in C++; expose C++ to Blueprint
- Nanite for geometry — Enable Nanite on static meshes; skip manual LOD creation entirely
- Lumen for lighting — Use Lumen for dynamic GI; no more baking light maps for most projects
- World Partition for scale — Enable for open-world games; automatic level streaming based on player position
- Gameplay Ability System — Use GAS for any game with abilities, buffs, cooldowns; multiplayer-ready from the start
- Source control — Use Perforce or Git LFS; Unreal projects have large binary assets (textures, meshes, maps)
- Data-driven design — Use Data Tables and Data Assets for game balance; designers edit without recompiling
- Profiling — Use Unreal Insights for CPU/GPU profiling;
stat unitfor frame time breakdown in-game
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