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: