AgentSkillsCN

Blueprints

创建或编辑Unreal Engine蓝图、蓝图变量或蓝图函数。

SKILL.md
--- frontmatter
description: Creating or editing Unreal Engine Blueprints, Blueprint variables, or Blueprint functions

UE5 Blueprint Best Practices

Guidelines for clean, maintainable Blueprint code.

Zero Tolerance Policy

Zero warnings, zero errors - Fix all Blueprint compilation issues before committing.

Naming Conventions

Variables

RuleExample
PascalCasePlayerHealth, MaxAmmo
Boolean prefix bbIsAlive, bCanJump, bHasWeapon
No abbreviationsCurrentHealthPoints not CurHP

Functions

TypeNamingExample
ActionsVerbFireWeapon, TakeDamage
EventsOn prefixOnDeath, OnItemPickup
QueriesIs/Has/CanIsAlive, HasAmmo, CanFire

RPC Functions

PrefixDirection
Server_Client → Server
Client_Server → Client
Multicast_Server → All Clients

Function Guidelines

  • 50-node maximum per function
  • All functions must have return nodes
  • Group related nodes with comment blocks
  • Align wires, not nodes for readability

Graph Organization

code
[Comment: Input Handling]
┌─────────────────────────┐
│  Input → Validate →     │
│  Process → Output       │
└─────────────────────────┘

[Comment: Combat Logic]
┌─────────────────────────┐
│  Damage Calculation     │
│  → Apply → Notify       │
└─────────────────────────┘

Performance

AvoidUse Instead
Complex Tick logicTimers or events
Many Cast nodesInterfaces or cached refs
String operations in TickPre-computed values
Deep nesting (>3 levels)Extracted functions

When to Use C++

Move to C++ when:

  • Heavy per-frame calculations
  • Complex math operations
  • Large data structure manipulation
  • Performance-critical systems
  • Deep inheritance hierarchies

Best Practices Checklist

  • All variables have categories assigned
  • All functions have descriptions/tooltips
  • Event Graph is organized with comments
  • No unconnected nodes (reroute or delete)
  • Consistent execution flow (left to right)
  • Local variables used appropriately
  • No duplicate code (use functions/macros)

Variable Categories

Organize with numbered prefixes for consistent ordering:

code
00|Core
01|Combat
02|Movement
03|UI
04|Audio
05|Debug

Documentation: https://dev.epicgames.com/documentation/en-us/unreal-engine/blueprint-best-practices-in-unreal-engine