claude-code-arcane 2.2.0 → 2.4.0

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Files changed (144) hide show
  1. package/CHANGELOG.md +37 -0
  2. package/README.md +104 -55
  3. package/agents/career/career-strategist.md +88 -0
  4. package/agents/career/cv-reviewer.md +81 -0
  5. package/agents/career/hiring-manager.md +68 -0
  6. package/agents/career/mock-interviewer.md +76 -0
  7. package/agents/freelance/client-screener.md +84 -0
  8. package/agents/freelance/discovery-call.md +65 -0
  9. package/agents/freelance/pipeline-strategist.md +99 -0
  10. package/agents/freelance/proposal-reviewer.md +82 -0
  11. package/agents/game/ue-blueprint-specialist.md +125 -0
  12. package/agents/game/ue-gas-specialist.md +133 -0
  13. package/agents/game/ue-umg-specialist.md +131 -0
  14. package/dist/cli.js +57 -13
  15. package/docs/RELEASE-SETUP.md +1 -1
  16. package/docs/SKILLS-CATALOG.md +67 -4
  17. package/docs/USER-GUIDE.md +77 -72
  18. package/docs/agent-hierarchy.md +21 -1
  19. package/docs/presentations/build_arcane_deck.py +2 -2
  20. package/docs/presentations/build_arcane_deck_12.py +2 -2
  21. package/hooks/detect-unreal.sh +90 -0
  22. package/package.json +2 -2
  23. package/profiles/freelance.yaml +43 -0
  24. package/profiles/job-hunt.yaml +5 -2
  25. package/profiles/unreal-dev.yaml +97 -0
  26. package/rules/drafter-reviewer.md +16 -3
  27. package/rules/freelance-guardrails.md +53 -0
  28. package/rules/gamedev/unreal-code.md +125 -0
  29. package/skills/career-registry/SKILL.md +95 -0
  30. package/skills/career-registry/scripts/career_registry.py +488 -0
  31. package/skills/client-screen/SKILL.md +83 -0
  32. package/skills/client-screen/references/red-flags.md +95 -0
  33. package/skills/cover-letter/SKILL.md +4 -3
  34. package/skills/cv-tailor/SKILL.md +11 -2
  35. package/skills/freelance-deliver/SKILL.md +90 -0
  36. package/skills/freelance-hunt/SKILL.md +126 -0
  37. package/skills/freelance-hunt/references/templates/Connects.md +39 -0
  38. package/skills/freelance-hunt/references/templates/Contrato.md +60 -0
  39. package/skills/freelance-hunt/references/templates/Propuesta.md +66 -0
  40. package/skills/freelance-kickoff/SKILL.md +94 -0
  41. package/skills/freelance-pipeline/SKILL.md +109 -0
  42. package/skills/freelance-pipeline/scripts/import_history.py +425 -0
  43. package/skills/freelance-profile/SKILL.md +93 -0
  44. package/skills/freelance-proposal/SKILL.md +112 -0
  45. package/skills/freelance-scan/SKILL.md +196 -0
  46. package/skills/freelance-scan/references/dedup.md +35 -0
  47. package/skills/freelance-scan/references/platforms.md +167 -0
  48. package/skills/freelance-scan/scripts/freelance_search.py +1077 -0
  49. package/skills/install-mcp/SKILL.md +135 -46
  50. package/skills/install-mcp/references/unreal-operations.md +55 -0
  51. package/skills/interview-prep/SKILL.md +11 -3
  52. package/skills/job-aplicar/SKILL.md +5 -1
  53. package/skills/job-hunt/SKILL.md +17 -0
  54. package/skills/job-outcome/SKILL.md +15 -1
  55. package/skills/job-upskill/SKILL.md +10 -2
  56. package/skills/ue-actor-component-architecture/SKILL.md +509 -0
  57. package/skills/ue-actor-component-architecture/references/actor-lifecycle.md +301 -0
  58. package/skills/ue-actor-component-architecture/references/component-types.md +592 -0
  59. package/skills/ue-ai-navigation/SKILL.md +526 -0
  60. package/skills/ue-ai-navigation/references/behavior-tree-patterns.md +392 -0
  61. package/skills/ue-ai-navigation/references/behavior-tree-workflow.md +107 -0
  62. package/skills/ue-ai-navigation/references/custom-bttask.md +104 -0
  63. package/skills/ue-ai-navigation/references/eqs-reference.md +423 -0
  64. package/skills/ue-animation-system/SKILL.md +521 -0
  65. package/skills/ue-animation-system/references/anim-notify-reference.md +486 -0
  66. package/skills/ue-animation-system/references/locomotion-setup.md +550 -0
  67. package/skills/ue-async-threading/SKILL.md +433 -0
  68. package/skills/ue-async-threading/references/thread-safety-guide.md +213 -0
  69. package/skills/ue-async-threading/references/threading-patterns.md +345 -0
  70. package/skills/ue-audio-system/SKILL.md +527 -0
  71. package/skills/ue-audio-system/references/audio-setup-patterns.md +700 -0
  72. package/skills/ue-blueprints/SKILL.md +134 -0
  73. package/skills/ue-blueprints/references/communication.md +82 -0
  74. package/skills/ue-character-movement/SKILL.md +475 -0
  75. package/skills/ue-character-movement/references/cmc-extension-patterns.md +335 -0
  76. package/skills/ue-character-movement/references/movement-pipeline.md +189 -0
  77. package/skills/ue-cpp-foundations/SKILL.md +533 -0
  78. package/skills/ue-cpp-foundations/references/components-and-gc.md +107 -0
  79. package/skills/ue-cpp-foundations/references/container-patterns.md +544 -0
  80. package/skills/ue-cpp-foundations/references/delegate-patterns.md +497 -0
  81. package/skills/ue-cpp-foundations/references/gameplay-classes-cpp.md +136 -0
  82. package/skills/ue-cpp-foundations/references/property-specifiers.md +306 -0
  83. package/skills/ue-data-assets-tables/SKILL.md +527 -0
  84. package/skills/ue-data-assets-tables/references/asset-loading-patterns.md +306 -0
  85. package/skills/ue-data-assets-tables/references/data-driven-design.md +378 -0
  86. package/skills/ue-editor-tools/SKILL.md +523 -0
  87. package/skills/ue-editor-tools/references/detail-customization-patterns.md +395 -0
  88. package/skills/ue-editor-tools/references/editor-module-setup.md +480 -0
  89. package/skills/ue-game-features/SKILL.md +477 -0
  90. package/skills/ue-game-features/references/experience-system.md +222 -0
  91. package/skills/ue-game-features/references/game-feature-patterns.md +308 -0
  92. package/skills/ue-gameplay-abilities/SKILL.md +518 -0
  93. package/skills/ue-gameplay-abilities/references/ability-task-reference.md +391 -0
  94. package/skills/ue-gameplay-abilities/references/gameplay-effect-reference.md +397 -0
  95. package/skills/ue-gameplay-abilities/references/gas-setup-patterns.md +369 -0
  96. package/skills/ue-gameplay-framework/SKILL.md +466 -0
  97. package/skills/ue-gameplay-framework/references/framework-class-map.md +243 -0
  98. package/skills/ue-input-system/SKILL.md +394 -0
  99. package/skills/ue-input-system/references/cpp-setup.md +131 -0
  100. package/skills/ue-input-system/references/enhanced-input-workflow.md +117 -0
  101. package/skills/ue-input-system/references/input-action-reference.md +731 -0
  102. package/skills/ue-mass-entity/SKILL.md +476 -0
  103. package/skills/ue-mass-entity/references/mass-entity-patterns.md +319 -0
  104. package/skills/ue-mass-entity/references/mass-fragment-reference.md +119 -0
  105. package/skills/ue-materials-rendering/SKILL.md +526 -0
  106. package/skills/ue-materials-rendering/references/material-parameter-reference.md +216 -0
  107. package/skills/ue-materials-rendering/references/post-process-settings.md +383 -0
  108. package/skills/ue-module-build-system/SKILL.md +487 -0
  109. package/skills/ue-module-build-system/references/build-cs-reference.md +418 -0
  110. package/skills/ue-module-build-system/references/common-build-errors.md +381 -0
  111. package/skills/ue-naming-conventions/SKILL.md +142 -0
  112. package/skills/ue-naming-conventions/references/asset-name-modifiers.md +233 -0
  113. package/skills/ue-naming-conventions/references/content-structure.md +83 -0
  114. package/skills/ue-networking-replication/SKILL.md +452 -0
  115. package/skills/ue-networking-replication/references/replication-patterns.md +526 -0
  116. package/skills/ue-networking-replication/references/rpc-decision-guide.md +393 -0
  117. package/skills/ue-niagara-effects/SKILL.md +531 -0
  118. package/skills/ue-niagara-effects/references/niagara-data-interfaces.md +491 -0
  119. package/skills/ue-niagara-effects/references/niagara-parameter-types.md +153 -0
  120. package/skills/ue-niagara-effects/references/niagara-workflow.md +115 -0
  121. package/skills/ue-packaging/SKILL.md +116 -0
  122. package/skills/ue-physics-collision/SKILL.md +423 -0
  123. package/skills/ue-physics-collision/references/collision-channel-setup.md +218 -0
  124. package/skills/ue-physics-collision/references/trace-patterns.md +499 -0
  125. package/skills/ue-procedural-generation/SKILL.md +505 -0
  126. package/skills/ue-procedural-generation/references/pcg-node-reference.md +381 -0
  127. package/skills/ue-procedural-generation/references/procedural-mesh-patterns.md +940 -0
  128. package/skills/ue-project-context/SKILL.md +305 -0
  129. package/skills/ue-sequencer-cinematics/SKILL.md +506 -0
  130. package/skills/ue-sequencer-cinematics/references/sequencer-patterns.md +629 -0
  131. package/skills/ue-serialization-savegames/SKILL.md +524 -0
  132. package/skills/ue-serialization-savegames/references/save-system-architecture.md +705 -0
  133. package/skills/ue-state-trees/SKILL.md +489 -0
  134. package/skills/ue-state-trees/references/state-tree-mass-integration.md +184 -0
  135. package/skills/ue-state-trees/references/state-tree-patterns.md +321 -0
  136. package/skills/ue-testing-debugging/SKILL.md +520 -0
  137. package/skills/ue-testing-debugging/references/automation-test-patterns.md +387 -0
  138. package/skills/ue-testing-debugging/references/profiling-commands.md +357 -0
  139. package/skills/ue-ui-umg-slate/SKILL.md +431 -0
  140. package/skills/ue-ui-umg-slate/references/common-ui-setup.md +484 -0
  141. package/skills/ue-ui-umg-slate/references/widget-types.md +487 -0
  142. package/skills/ue-world-level-streaming/SKILL.md +518 -0
  143. package/skills/ue-world-level-streaming/references/streaming-patterns.md +414 -0
  144. package/templates/gamedev/unreal-project-context.md +107 -0
@@ -0,0 +1,509 @@
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+ ---
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+ name: ue-actor-component-architecture
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+ description: "Actor and component design — BeginPlay, Tick, component attachment, ownership, child actors"
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+ category: "gamedev"
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+ argument-hint: "[actor o component]"
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+ user-invocable: true
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+ allowed-tools: Read, Glob, Grep, Bash, Write, Edit
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+ ---
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+
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+ # UE Actor-Component Architecture
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+
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+ You are an expert in Unreal Engine's Actor-Component architecture.
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+
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+ Ask before writing: this skill edits actor and component classes under `Source/`. Propose the change and get approval before using Write or Edit.
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+
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+ ## Project Context
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+
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+ Before responding, read `docs/unreal/project-context.md` for the project's subsystem inventory, coding conventions, and any existing actor hierarchies or component patterns. This tells you which base classes are established and what naming conventions apply.
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+
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+ ## Information Gathering
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+
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+ Clarify the developer's specific need before diving in:
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+
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+ - New actor from scratch, or adding behavior to an existing one?
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+ - Logic-only (UActorComponent) or needs world position (USceneComponent)?
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+ - Spawning requirement (deferred init, pooling, net-spawned)?
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+ - Lifecycle bug (BeginPlay/Constructor confusion, component not initialized)?
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+ - Cross-actor behavior via interfaces?
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+
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+ ---
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+
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+ ## Core Architecture Mental Model
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+
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+ Unreal's Actor-Component system is **composition over inheritance**. An `AActor` is a container that owns components. Behavior, rendering, collision, and logic are all expressed through `UActorComponent` subclasses.
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+
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+ ```
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+ UObject
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+ └── AActor (placeable/spawnable world entity)
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+ └── owns N x UActorComponent (reusable behavior units)
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+ └── USceneComponent (adds transform + attachment)
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+ └── UPrimitiveComponent (adds collision + rendering)
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+ ```
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+
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+ `AActor` is a full `UObject` — never `new`/`delete` an actor. Always use `SpawnActor` and `Destroy`.
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+
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+ ---
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+
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+ ## Actor Lifecycle
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+
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+ Full event order and safety rules are in `references/actor-lifecycle.md`. Key sequence:
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+
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+ ```
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+ Constructor → CreateDefaultSubobject, tick config, default values
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+ PostActorCreated → spawned actors only; before construction script
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+ PostInitializeComponents → all components initialized; world accessible
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+ BeginPlay → game running; full logic OK; components BeginPlay fires here
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+ Tick(DeltaTime) → per-frame; each ticking component's TickComponent fires
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+ EndPlay(EEndPlayReason) → cleanup; ClearAllTimers; call Super
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+ Destroyed → pre-GC; avoid complex logic
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+ ```
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+
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+ ### Constructor vs BeginPlay
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+
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+ **Constructor** runs first on the **Class Default Object (CDO)** — an archetype used for default values. `GetWorld()` returns `nullptr` on the CDO. Never access the world or other actors in the constructor.
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+
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+ ```cpp
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+ // CORRECT — constructor-time only
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+ AMyActor::AMyActor()
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+ {
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+ MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
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+ SetRootComponent(MeshComp);
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+ PrimaryActorTick.bCanEverTick = true;
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+ PrimaryActorTick.TickInterval = 0.1f;
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+ }
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+
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+ // CORRECT — world-dependent code belongs in BeginPlay
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+ void AMyActor::BeginPlay()
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+ {
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+ Super::BeginPlay(); // Required — always call Super
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+ GetWorld()->SpawnActor<AProjectile>(...);
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+ }
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+ ```
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+
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+ ### PostInitializeComponents
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+
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+ Called before BeginPlay; components are initialized; world exists. Use it to bind delegates to own components.
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+
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+ ```cpp
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+ void AMyCharacter::PostInitializeComponents()
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+ {
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+ Super::PostInitializeComponents();
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+ HealthComponent->OnDeath.AddDynamic(this, &AMyCharacter::HandleDeath);
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+ }
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+ ```
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+
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+ ### EndPlay — reasons matter
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+
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+ | Reason | When |
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+ |---|---|
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+ | `Destroyed` | `Actor->Destroy()` called explicitly |
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+ | `LevelTransition` | Map change |
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+ | `EndPlayInEditor` | PIE session ended |
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+ | `RemovedFromWorld` | Level streaming unloaded the sublevel |
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+ | `Quit` | Application shutdown |
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+
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+ ```cpp
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+ void AMyActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
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+ {
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+ GetWorld()->GetTimerManager().ClearAllTimersForObject(this);
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+ Super::EndPlay(EndPlayReason);
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+ }
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+ ```
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+
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+ ### Network lifecycle note
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+
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+ **Replicated actors**: on clients, `BeginPlay` may fire before all replicated properties arrive. Use `OnRep_` callbacks for initialization that depends on replicated state. `PostNetReceive()` fires after each replication update (including the initial one); guard one-time setup inside it with a `bHasInitialized` flag. `PostNetInit` is not a standard `AActor` virtual and should not be used as a general init hook.
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+
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+ ---
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+
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+ ## Component System
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+
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+ ### The three layers
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+
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+ | Class | Transform | Rendering/Collision | Use for |
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+ |---|---|---|---|
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+ | `UActorComponent` | No | No | Pure logic — health, inventory, AI data |
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+ | `USceneComponent` | Yes | No | Transform anchors, grouping, pivot points |
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+ | `UPrimitiveComponent` | Yes | Yes | Meshes, shapes, anything visible or collidable |
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+
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+ **Notable subclasses**: `UStaticMeshComponent`, `USkeletalMeshComponent`, shape primitives (`UCapsuleComponent`, `UBoxComponent`, `USphereComponent`), `UWidgetComponent` (3D UI in world space — requires `"UMG"` module), `USpringArmComponent` + `UCameraComponent`, `UChildActorComponent`. See `references/component-types.md`.
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+
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+ ### Component creation
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+
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+ **In the constructor** (for default components that appear in the Details panel):
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+
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+ ```cpp
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+ AMyActor::AMyActor()
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+ {
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+ // CreateDefaultSubobject registers the component as a subobject —
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+ // it is serialized with the actor and visible in Blueprint editors.
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+ MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
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+ SetRootComponent(MeshComp);
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+
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+ ArrowComp = CreateDefaultSubobject<UArrowComponent>(TEXT("Arrow"));
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+ ArrowComp->SetupAttachment(MeshComp); // Parent set here; no world needed
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+
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+ HealthComp = CreateDefaultSubobject<UHealthComponent>(TEXT("Health"));
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+ // Logic-only components need no attachment
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+ }
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+ ```
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+
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+ **At runtime** (dynamic addition):
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+
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+ ```cpp
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+ void AMyActor::AddLight()
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+ {
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+ // NewObject creates but does NOT register with the world
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+ UPointLightComponent* Light = NewObject<UPointLightComponent>(this,
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+ UPointLightComponent::StaticClass(), TEXT("DynamicLight"));
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+
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+ Light->SetupAttachment(GetRootComponent());
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+ Light->RegisterComponent(); // Gives it world presence (render proxy, physics)
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+ Light->SetIntensity(5000.f);
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+ }
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+
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+ void AMyActor::RemoveLight(UActorComponent* Comp)
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+ {
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+ Comp->DestroyComponent(); // Unregisters and marks for GC
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+ }
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+
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+ // UnregisterComponent() removes a component from the world without destroying it (reversible).
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+ // DestroyComponent() marks it for GC — irreversible. Use Unregister when you may re-enable it later.
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+ ```
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+
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+ Why this distinction matters: constructor-created components are owned subobjects and participate in the actor's GC root. Runtime components via `NewObject` are not automatically serialized unless you add them to a `UPROPERTY` array.
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+
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+ ### Attachment
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+
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+ ```cpp
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+ // Constructor (SetupAttachment — no world required)
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+ SpringArmComp->SetupAttachment(RootComponent);
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+ CameraComp->SetupAttachment(SpringArmComp);
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+
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+ // Runtime (AttachToComponent — world must exist)
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+ WeaponMesh->AttachToComponent(
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+ CharMesh,
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+ FAttachmentTransformRules::SnapToTargetNotIncludingScale,
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+ TEXT("WeaponSocket") // Named socket on the skeletal mesh
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+ );
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+
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+ WeaponMesh->DetachFromComponent(FDetachmentTransformRules::KeepWorldTransform);
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+ ```
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+
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+ ### Activation
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+
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+ ```cpp
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+ // In constructor — opt out of auto-activation for optional components
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+ SoundComp->bAutoActivate = false;
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+
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+ // Runtime — Activate() checks ShouldActivate() internally
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+ SoundComp->Activate();
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+ SoundComp->Deactivate();
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+ SoundComp->SetActive(true, /*bReset=*/false);
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+ ```
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+
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+ ---
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+
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+ ## Spawning
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+
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+ ### Standard spawn
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+
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+ ```cpp
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+ FActorSpawnParameters Params;
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+ Params.Owner = this;
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+ Params.Instigator = GetInstigator();
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+ Params.SpawnCollisionHandlingOverride =
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+ ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
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+ Params.Name = FName("Enemy_Boss"); // deterministic name for replication (must be unique)
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+
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+ AEnemy* Enemy = GetWorld()->SpawnActor<AEnemy>(
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+ AEnemy::StaticClass(), Location, Rotation, Params);
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+ ```
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+
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+ ### Deferred spawning — configure before BeginPlay
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+
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+ Use when the actor's `BeginPlay` reads data that must be set before it runs.
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+
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+ ```cpp
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+ AEnemy* Enemy = GetWorld()->SpawnActorDeferred<AEnemy>(
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+ AEnemy::StaticClass(), SpawnTransform, Owner, Instigator,
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+ ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
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+
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+ if (Enemy)
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+ {
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+ Enemy->SetEnemyData(EnemyDataAsset); // Set BEFORE BeginPlay
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+ Enemy->FinishSpawning(SpawnTransform);
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+ // FinishSpawning triggers PostInitializeComponents then BeginPlay
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+ }
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+ ```
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+
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+ ### Object pooling
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+
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+ For high-frequency actors (projectiles, shell casings), repeated `SpawnActor`/`Destroy` creates GC pressure. Pool them: pre-spawn, hide + disable collision to "return," re-enable to "reuse."
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+
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+ ```cpp
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+ AProjectile* AProjectilePool::Get()
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+ {
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+ for (AProjectile* P : Pool)
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+ {
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+ // IsHidden() reflects the pool's "inactive" state set on return.
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+ // IsActive() exists only on UActorComponent, not on AActor.
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+ if (P->IsHidden())
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+ {
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+ P->SetActorHiddenInGame(false);
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+ P->SetActorEnableCollision(true);
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+ return P;
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+ }
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+ }
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+ AProjectile* New = GetWorld()->SpawnActor<AProjectile>(ProjectileClass, ...);
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+ Pool.Add(New);
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+ return New;
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+ }
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+ ```
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+
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+ ---
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+
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+ ## Ticking
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+
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+ ### Setup
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+
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+ ```cpp
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+ AMyActor::AMyActor()
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+ {
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+ PrimaryActorTick.bCanEverTick = true;
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+ PrimaryActorTick.bStartWithTickEnabled = false; // Enable in BeginPlay
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+ PrimaryActorTick.TickInterval = 0.1f; // ~10 Hz throttle
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+ PrimaryActorTick.TickGroup = TG_PostPhysics; // After physics settles
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+ }
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+ ```
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+
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+ Tick groups: `TG_PrePhysics` (default, input/movement) → `TG_DuringPhysics` (physics-coupled logic, runs during physics step) → `TG_PostPhysics` (camera, IK) → `TG_PostUpdateWork` (final reads).
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+
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+ **Component tick**: Set `PrimaryComponentTick.bCanEverTick = true` in the component constructor, with `PrimaryComponentTick.TickGroup` for ordering — same API as actor tick.
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+
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+ ### Tick dependencies
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+
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+ ```cpp
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+ // ActorA ticks after ActorB completes
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+ ActorA->AddTickPrerequisiteActor(ActorB);
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+ ComponentA->AddTickPrerequisiteComponent(ComponentB);
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+ ```
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+
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+ ### When NOT to tick
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+
295
+ Tick has per-frame cost even when nothing changes. Prefer:
296
+
297
+ ```cpp
298
+ // Delayed/repeating events → FTimerHandle
299
+ GetWorld()->GetTimerManager().SetTimer(TimerHandle, this,
300
+ &AMyActor::OnTimerFired, 2.0f, /*bLoop=*/true);
301
+
302
+ // State changes → delegates / multicast delegates
303
+ HealthComp->OnDeath.AddDynamic(this, &AMyActor::HandleDeath);
304
+
305
+ // Collision events → OnComponentBeginOverlap / OnActorBeginOverlap
306
+ ```
307
+
308
+ Only tick for true per-frame needs: smooth interpolation, physics sub-stepping, streaming queries.
309
+
310
+ ---
311
+
312
+ ## Interfaces (UINTERFACE Pattern)
313
+
314
+ Interfaces let unrelated actor types respond to the same message without coupling through inheritance. This replaces `Cast<ASpecificType>` scattered across your codebase.
315
+
316
+ ### Declaration
317
+
318
+ ```cpp
319
+ // IInteractable.h
320
+ UINTERFACE(MinimalAPI, Blueprintable)
321
+ class UInteractable : public UInterface { GENERATED_BODY() };
322
+
323
+ class MYGAME_API IInteractable
324
+ {
325
+ GENERATED_BODY()
326
+ public:
327
+ // BlueprintNativeEvent: C++ default + Blueprint can override
328
+ UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="Interaction")
329
+ void OnInteract(AActor* Instigator);
330
+ };
331
+ ```
332
+
333
+ ### Implementation
334
+
335
+ ```cpp
336
+ // AChest.h
337
+ UCLASS()
338
+ class AChest : public AActor, public IInteractable
339
+ {
340
+ GENERATED_BODY()
341
+ public:
342
+ virtual void OnInteract_Implementation(AActor* Instigator) override;
343
+ };
344
+ ```
345
+
346
+ ### Calling through the interface
347
+
348
+ ```cpp
349
+ // No cast needed — works on any actor or component
350
+ if (Target->Implements<UInteractable>())
351
+ {
352
+ // Execute_ prefix required for Blueprint-callable interface functions
353
+ IInteractable::Execute_OnInteract(Target, GetPawn());
354
+ }
355
+ ```
356
+
357
+ **Interface vs component**: use an interface for a *capability declaration* ("this can be interacted with") especially when Blueprint classes need to implement it. Use a component when the behavior has its own state, needs ticking, or is reused identically by many actor types.
358
+
359
+ ---
360
+
361
+ ## Composition Patterns
362
+
363
+ ### Favor components over deep inheritance
364
+
365
+ ```cpp
366
+ // Wrong: inheritance hierarchy collapses under varied requirements
367
+ ACharacter → AHero → ASwordHero → AFireSwordHero
368
+
369
+ // Right: flat base + composed components
370
+ ABaseCharacter
371
+ + UHealthComponent (HP, damage, death event)
372
+ + UInventoryComponent (items, equipment)
373
+ + UAbilityComponent (skill execution)
374
+ + UStatusComponent (buffs/debuffs)
375
+ ```
376
+
377
+ ### Component-to-component communication
378
+
379
+ Components should not hold raw pointers to siblings. Query through the owner or use delegates:
380
+
381
+ ```cpp
382
+ // Query approach
383
+ UHealthComponent* Health = GetOwner()->FindComponentByClass<UHealthComponent>();
384
+
385
+ // Delegate approach — total decoupling
386
+ HealthComp->OnDeath.AddDynamic(AbilityComp, &UAbilityComponent::OnOwnerDied);
387
+ ```
388
+
389
+ ### Data-driven composition
390
+
391
+ ```cpp
392
+ // UEnemyData (UDataAsset) — varies per enemy type
393
+ // AEnemy reads configuration at BeginPlay or via SpawnActorDeferred
394
+
395
+ void AEnemy::Initialize(UEnemyData* Data)
396
+ {
397
+ HealthComp->SetMaxHealth(Data->MaxHealth);
398
+
399
+ for (TSubclassOf<UActorComponent> CompClass : Data->AdditionalComponents)
400
+ {
401
+ UActorComponent* Comp = NewObject<UActorComponent>(this, CompClass);
402
+ Comp->RegisterComponent();
403
+ }
404
+ }
405
+ ```
406
+
407
+ ---
408
+
409
+ ## Common Mistakes and Anti-Patterns
410
+
411
+ ### Inheritance abuse
412
+
413
+ ```cpp
414
+ // Wrong — one class per variant
415
+ UCLASS() class AFireEnemy : public AEnemy { };
416
+ UCLASS() class AIceEnemy : public AEnemy { };
417
+
418
+ // Right — one class, multiple DataAssets
419
+ // UEnemyData_Fire.uasset, UEnemyData_Ice.uasset → AEnemy reads at BeginPlay
420
+ ```
421
+
422
+ ### Tick polling instead of events
423
+
424
+ ```cpp
425
+ // Wrong — checked every frame
426
+ void AMyActor::Tick(float DeltaTime)
427
+ {
428
+ if (HealthComp->IsDead()) { HandleDeath(); }
429
+ }
430
+
431
+ // Right — event-driven, zero per-frame cost
432
+ void AMyActor::BeginPlay()
433
+ {
434
+ Super::BeginPlay();
435
+ HealthComp->OnDeath.AddDynamic(this, &AMyActor::HandleDeath);
436
+ SetActorTickEnabled(false);
437
+ }
438
+ ```
439
+
440
+ ### Forgetting Super in lifecycle overrides
441
+
442
+ Every lifecycle override must call `Super::`. Skipping it breaks replication, GC, and Blueprint event forwarding.
443
+
444
+ ```cpp
445
+ // Always
446
+ void AMyActor::BeginPlay() { Super::BeginPlay(); ... }
447
+ void AMyActor::EndPlay(...) { ...; Super::EndPlay(EndPlayReason); }
448
+ void AMyActor::PostInitializeComponents() { Super::PostInitializeComponents(); ... }
449
+ ```
450
+
451
+ ### Storing raw actor pointers
452
+
453
+ ```cpp
454
+ // Wrong — crashes when the actor is destroyed
455
+ AActor* CachedTarget;
456
+
457
+ // Right — use TWeakObjectPtr and check IsValid before use
458
+ TWeakObjectPtr<AActor> CachedTarget;
459
+ if (CachedTarget.IsValid()) { CachedTarget->DoSomething(); }
460
+ ```
461
+
462
+ ---
463
+
464
+ ## Related Skills
465
+
466
+ - `/ue-cpp-foundations` — UCLASS, UPROPERTY, UFUNCTION macros underpinning all patterns above
467
+ - `/ue-gameplay-framework` — GameMode, PlayerController, Pawn layered on top of this system
468
+ - `/ue-physics-collision` — UPrimitiveComponent channels, sweeps, overlap events
469
+
470
+ ---
471
+
472
+ ## Quick Reference
473
+
474
+ ```
475
+ Constructor CreateDefaultSubobject, SetRootComponent, tick config
476
+ PostInitialize Bind delegates to own components; world accessible
477
+ BeginPlay Full game logic; SpawnActor; timer setup
478
+ Tick Per-frame only; prefer timers/events
479
+ EndPlay ClearAllTimers; Super required
480
+ Destroyed Pre-GC; minimal logic
481
+
482
+ CreateDefaultSubobject<T>() Constructor — owned, serialized, editable
483
+ NewObject<T>() + RegisterComponent() Runtime — dynamic, not auto-serialized
484
+ SetupAttachment() Constructor parent declaration
485
+ AttachToComponent() Runtime attachment with transform rules
486
+
487
+ SpawnActor<T>() Standard spawn
488
+ SpawnActorDeferred<T>() + Finish Configure before BeginPlay fires
489
+ ```
490
+
491
+ ---
492
+
493
+ ## Checklist
494
+
495
+ Validate before considering the work done:
496
+
497
+ - [ ] Tick is disabled unless genuinely needed; timers or events used instead
498
+ - [ ] Ownership and attachment are explicit, with no dangling component references
499
+ - [ ] Initialization happens in the correct lifecycle stage, not all in `BeginPlay`
500
+ - [ ] Conventions in `docs/unreal/project-context.md` were read and followed
501
+ - [ ] The Common Mistakes section of this skill was reviewed against the change
502
+
503
+ **PASS** — every item holds. **CONCERNS** — the work stands but at least one item is unresolved and worth flagging to the user. **FAIL** — an item is violated in a way that breaks correctness, replication or the frame budget; fix it before handing the work over.
504
+
505
+ ## Next Steps
506
+
507
+ - `/ue-gameplay-framework` — wire the actors into the framework classes
508
+ - `/code-review` — architectural and quality review of the change
509
+ - `/commit` — conventional commit once the change is verified