ue-blueprint-fundamentals

Installation
SKILL.md

Blueprint fundamentals

A Blueprint is a UObject-derived class authored as an asset. When compiled it produces a UBlueprintGeneratedClass — a fully first-class UClass that the engine treats identically to any C++ class at runtime. Understanding this two-object architecture (editor asset vs. runtime class) is the foundation for all Blueprint + C++ work.

When to use this skill

  • Deciding what logic belongs in C++ vs. a Blueprint.
  • Designing a C++ base class with a Blueprint subclass.
  • Reasoning about how Blueprint variables/functions/events correspond to UPROPERTY/UFUNCTION.
  • Explaining Blueprint behavior in terms of the engine's UObject/reflection model.
  • Debugging Blueprint compilation errors, reparenting issues, or class-hierarchy problems.

The two-object split

Every Blueprint has two cooperating objects:

Installs
21
GitHub Stars
77
First Seen
Sep 9, 2026