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UE Blueprint and C++ Interop

/ue-blueprint-cpp-interop

Expose C++ to Blueprint and call Blueprint from C++: UFUNCTION specifiers, native events, function libraries, latent and async actions, and interfaces.

GitHub stars
403
(repository stars as of 2026-10-21)
License
MIT
Last commit
2026/09/28
By
quodsoler

Part of

Unreal Engine Skills (quodsoler)

31 Unreal Engine C++ skills checked against the UE 5.8 headers: gameplay framework, GAS, animation, networking, rendering, AI, UI, tools and more.

Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.

Install

Any agent (skills CLI)
npx skills add quodsoler/unreal-engine-skills --skill ue-project-context ue-blueprint-cpp-interop

Installs this skill plus ue-project-context, which writes the project document every skill in this pack reads first. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.

Commands are copied from the project's README. Check the repository before running anything on your machine.

Install for a specific agent
Agents-aFolder
Claude Codeclaude-code.claude/skills/
Codexcodex.agents/skills/
Cursorcursor.agents/skills/
Gemini CLIgemini-cli.agents/skills/
GitHub Copilotgithub-copilot.agents/skills/
OpenCodeopencode.agents/skills/
Windsurfwindsurf.windsurf/skills/

Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.

What you get

  • A pitfalls section with the mistakes to avoid
  • Bundled 2 reference docs the agent reads when needed
  • Written for Unreal Engine 5.8

Good fit

  • Exposing C++ to Blueprint or calling Blueprint from C++

Not for

Try this prompt

Prompt
Expose my inventory API to Blueprint, with an async node for loading items.

About this skill

Use when exposing C++ to Blueprint or calling Blueprint from C++: UFUNCTION(BlueprintCallable), BlueprintPure, BlueprintImplementableEvent, BlueprintNativeEvent, Implementation, UBlueprintFunctionLibrary, WorldContext, DefaultToSelf, ExpandEnumAsExecs, DeterminesOutputType, latent nodes, FPendingLatentAction, FLatentActionInfo, UBlueprintAsyncActionBase, BlueprintAssignable, UINTERFACE, Execute, TScriptInterface, UENUM(BlueprintType), CallInEditor, FindFunction, ProcessEvent. For reflection and container basics, see ue-cpp-foundations; for details customization, see ue-editor-tools.

From the ue-blueprint-cpp-interop SKILL.md in quodsoler/unreal-engine-skills.

What's inside

  • Context
  • UFUNCTION Exposure
  • Parameters and pins
  • UPROPERTY Exposure
  • Function Libraries
  • Latent Nodes
  • Async Action Nodes
  • Blueprint Interfaces
  • Enums and Structs in Blueprint
  • Delegates and Events

Good to know

Skills in Unreal Engine Skills read .agents/ue-project-context.md, which the ue-project-context skill writes from your project's modules and conventions. Every API is checked against the UE 5.8 headers.

Requirements

  • Unreal Engine 5.8
  • Unreal Engine 5.8 C++ project
  • The ue-project-context skill from the same pack

Topics

FAQ

Works well with

Skills the author points to as related or as the better fit for neighbouring tasks.

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