Agent skill

Unreal Actor-Component Architecture

by quodsoler in quodsoler/unreal-engine-skills

Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition.

MITAuto-check passedGame Development

Install Unreal Actor-Component Architecture

skills CLI
$ npx skills add quodsoler/unreal-engine-skills --skill ue-actor-component-architecture -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install quodsoler/unreal-engine-skills ue-actor-component-architecture --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills.git skills-src && mkdir -p .claude/skills && cp -r skills-src/skills/ue-actor-component-architecture .claude/skills/ue-actor-component-architecture && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
ue-actor-component-architecture
GitHub stars
362
Token cost
~7.5k tokens
SKILL.md length
1,764 words
Files
3 (incl. references)
Skills in repo
31
Repo updated
First seen
Licence
MIT

At a glance

Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition.

  • Deciding what belongs in an actor's constructor versus BeginPlay
  • SKILL.md covers Context, Mental Model, Actor Lifecycle and Component System, plus 8 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Spawning actors with SpawnActorDeferred and setting them up before FinishSpawning

What it does

The skill targets UE 5.8, with APIs checked against its headers and older forms listed as deprecated. It opens by reading `.agents/ue-project-context.md` if present, then routes the request to a section: where code belongs among the constructor, PostInitializeComponents, BeginPlay and EndPlay; creating, attaching and activating components; component hooks such as OnRegister and TickComponent; spawning, including deferred spawn and pooling; tick groups and intervals versus timers; interfaces; and splitting a large actor into components. A mental model reminds the agent never to new or delete actors or components and to use the engine's spawn, destroy and subobject APIs.

Two reference files give the full event order and end-play reasons, and a guide to built-in component types with header paths. A game module's Build.cs needs Core, CoreUObject and Engine. Collision, the gameplay framework and replication are left to sibling skills.

When your agent uses it

  • Deciding what belongs in an actor's constructor versus BeginPlay
  • Spawning actors with SpawnActorDeferred and setting them up before FinishSpawning
  • Attaching components and fixing root component or transform rules
  • Replacing a heavy actor with small components or building an actor pool

Example prompts

  • “Why is my component null in BeginPlay when I create it with NewObject?”
  • “Spawn the projectile deferred, set its damage, then finish spawning.”
  • “Split this fat enemy actor into health, loadout and AI components.”

Requirements

  • An Unreal Engine C++ project, with the game module depending on Core, CoreUObject and Engine

What it can do on your machine

Read from SKILL.md and the folder at commit f3742d7. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are cpp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Unreal Actor-Component Architecture loads about 7.5k tokens when it runs, and up to ~19k if it reads all its reference files. Until then it costs about 180 tokens; SKILL.md has 1,764 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~180
When it runs · the whole SKILL.md, loaded when a task matches
~7.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~19k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from quodsoler/unreal-engine-skills at commit f3742d7, republished under its MIT licence (© quodsoler). 1,764 words, ~7,476 tokens.

Download SKILL.mdSave it as .claude/skills/ue-actor-component-architecture/SKILL.md (or your agent's skills folder). This skill also uses 2 other files; get the full folder from GitHub.
name
ue-actor-component-architecture
description
Use when writing or debugging AActor and UActorComponent C++: constructor vs BeginPlay, PostInitializeComponents, EndPlay cleanup, SpawnActor/SpawnActorDeferred/FinishSpawning, CreateDefaultSubobject, NewObject + RegisterComponent, SetupAttachment/AttachToComponent, tick groups, UChildActorComponent, UINTERFACE, actor pooling. Also use when the user mentions 'BeginPlay', 'Tick', 'SpawnActor', 'CreateDefaultSubobject', 'attach a component', 'root component', 'lifecycle', 'PrimaryActorTick', 'FAttachmentTransformRules'. For collision and overlaps, see ue-physics-collision; for GameMode/Pawn/Controller, see ue-gameplay-framework; for replicated actors, see ue-networking-replication.
metadata.version
2.0.0
metadata.engine
5.8

UE Actor-Component Architecture

Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Build actors out of components: lifecycle hooks in the right order, spawning (immediate, deferred, pooled), component creation and attachment, ticking, and C++ interfaces. Everything here is in the Engine module (GameFramework/Actor.h, Components/ActorComponent.h, Components/SceneComponent.h, Engine/World.h) on top of CoreUObject; a game module's Build.cs needs "Core", "CoreUObject", "Engine".

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about…Go to
Where code belongs: constructor, PostInitializeComponents, BeginPlay, EndPlayActor Lifecycle
Creating, attaching, activating componentsComponent System
Overriding component hooks (OnRegister, InitializeComponent, TickComponent)Component Lifecycle Hooks
SpawnActor, deferred spawn, poolingSpawning
Tick groups, tick interval, prerequisites, tick vs timerTicking
Cross-actor capability without castingInterfaces
Splitting a fat actor into components, data-driven loadoutsComposition Patterns
Full event order, EEndPlayReason, network and child-actor timingreferences/actor-lifecycle.md
Which built-in component to use, header paths, member APIsreferences/component-types.md

Mental Model

UObject
  └── AActor                            placeable/spawnable; owns components      GameFramework/Actor.h
        └── UActorComponent             logic only, no transform                  Components/ActorComponent.h
              └── USceneComponent       transform + attachment tree               Components/SceneComponent.h
                    └── UPrimitiveComponent  rendering + collision + physics      Components/PrimitiveComponent.h

Never new/delete an actor or component. Actors: UWorld::SpawnActor and AActor::Destroy(bool bNetForce = false, bool bShouldModifyLevel = true) (Actor.h:2327). Components: CreateDefaultSubobject/NewObject and UActorComponent::DestroyComponent(bool bPromoteChildren = false) (ActorComponent.h:1328).

Actor Lifecycle

Order from the AActor class comment (Actor.h:243-278); full table with citations in references/actor-lifecycle.md.

AActor::AActor()                       CDO + every instance. No world. CreateDefaultSubobject, tick config, defaults
UObject::PostLoad()                    level-placed actors only (not spawned)
UActorComponent::OnComponentCreated()  native components on spawn (not when loaded from a level)
AActor::PreRegisterAllComponents()  →  RegisterComponent() per component  →  AActor::PostRegisterAllComponents()
AActor::PostActorCreated()             spawned actors only, before construction scripts
UserConstructionScript()  →  AActor::OnConstruction(const FTransform&)
AActor::PreInitializeComponents()      gameplay only
UActorComponent::Activate()            if bAutoActivate
UActorComponent::InitializeComponent() if bWantsInitializeComponent, once per session
AActor::PostInitializeComponents()     components initialized; bind to own components here
AActor::BeginPlay()                    level is ticking; may be delayed for networked or child actors
AActor::Tick(float DeltaSeconds)       if PrimaryActorTick.bCanEverTick
AActor::EndPlay(const EEndPlayReason::Type)  base implementation forwards EndPlay to components
AActor::Destroyed()                    explicit Destroy() only; not on level streaming or game end
Constructor vs BeginPlay

The constructor runs on the Class Default Object, where GetWorld() is nullptr. Anything that needs the world or other actors goes in PostInitializeComponents (own components) or BeginPlay (gameplay).

cpp
// MyActor.h
#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"

class UStaticMeshComponent;
class UMyHealthComponent;

UCLASS()
class MYGAME_API AMyActor : public AActor
{
    GENERATED_BODY()
public:
    AMyActor();
protected:
    virtual void PostInitializeComponents() override;
    virtual void BeginPlay() override;
    virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;

    UFUNCTION()
    void HandleDeath();

    UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
    TObjectPtr<UStaticMeshComponent> MeshComp;

    UPROPERTY(VisibleAnywhere, Category="Components")
    TObjectPtr<UMyHealthComponent> HealthComp;
};
cpp
// MyActor.cpp
#include "MyActor.h"
#include "Components/StaticMeshComponent.h"
#include "TimerManager.h"
#include "MyHealthComponent.h"

AMyActor::AMyActor()
{
    PrimaryActorTick.bCanEverTick = true;
    PrimaryActorTick.bStartWithTickEnabled = false;

    MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
    SetRootComponent(MeshComp);                      // SetupAttachment(MeshComp) parents a scene component here; no world needed

    HealthComp = CreateDefaultSubobject<UMyHealthComponent>(TEXT("Health")); // logic-only: no attachment
}

void AMyActor::PostInitializeComponents()
{
    Super::PostInitializeComponents();
    HealthComp->OnDeath.AddDynamic(this, &AMyActor::HandleDeath); // own components are initialized
}

void AMyActor::BeginPlay()
{
    Super::BeginPlay();
    SetActorTickEnabled(true);                        // gameplay starts here
}

void AMyActor::EndPlay(const EEndPlayReason::Type EndPlayReason)
{
    GetWorldTimerManager().ClearAllTimersForObject(this);
    Super::EndPlay(EndPlayReason);                    // base forwards EndPlay to components
}

void AMyActor::HandleDeath() { Destroy(); }

EEndPlayReason::Type (Engine/EngineTypes.h:3670-3685): Destroyed, LevelTransition, EndPlayInEditor, RemovedFromWorld, Quit. Clear timers and unbind delegates for every reason, then call Super::EndPlay(EndPlayReason).

Network note

On clients, BeginPlay "can be delayed for networked or child actors" (Actor.h:275). Property arrival hooks are PreNetReceive()/PostNetReceive() (Actor.h:2943-2946) and PostNetInit(), "always called immediately after spawning and reading in replicated properties" (Actor.h:2958). Replication rules, OnRep_ functions and RPCs are owned by ue-networking-replication.

Component System

ClassTransformRender/CollisionUse for
UActorComponentNoNoPure logic and data: health, inventory, cooldowns
USceneComponentYesNoAnchors, pivots, grouping, attach points
UPrimitiveComponentYesYesMeshes, shapes, anything visible or collidable

Built-in subclasses, header paths and member APIs: references/component-types.md.

Writing a component
cpp
// MyHealthComponent.h
#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "MyHealthComponent.generated.h"

DECLARE_DYNAMIC_MULTICAST_DELEGATE(FMyOnDeathSignature);

UCLASS(ClassGroup=(MyGame), meta=(BlueprintSpawnableComponent))
class MYGAME_API UMyHealthComponent : public UActorComponent
{
    GENERATED_BODY()
public:
    UMyHealthComponent();

    UPROPERTY(BlueprintAssignable, Category="Health")
    FMyOnDeathSignature OnDeath;

    UFUNCTION(BlueprintCallable, Category="Health")
    void ApplyDamage(float Amount);
protected:
    virtual void InitializeComponent() override;

    UPROPERTY(EditAnywhere, Category="Health")
    float MaxHealth = 100.f;

    UPROPERTY(VisibleInstanceOnly, Transient, Category="Health")
    float CurrentHealth = 0.f;
};
cpp
// MyHealthComponent.cpp
#include "MyHealthComponent.h"

UMyHealthComponent::UMyHealthComponent()
{
    PrimaryComponentTick.bCanEverTick = false;   // event-driven: no per-frame work
    bWantsInitializeComponent = true;            // opt in to InitializeComponent()
}

void UMyHealthComponent::InitializeComponent()
{
    Super::InitializeComponent();
    CurrentHealth = MaxHealth;                   // once per gameplay session, before BeginPlay
}

void UMyHealthComponent::ApplyDamage(float Amount)
{
    CurrentHealth = FMath::Max(0.f, CurrentHealth - Amount);
    if (CurrentHealth <= 0.f) { OnDeath.Broadcast(); }
}

Component replication: bReplicates is private on UActorComponent (ActorComponent.h:267); call SetIsReplicatedByDefault(true) in the constructor or SetIsReplicated(true) later, and the owning actor must replicate. Details in ue-networking-replication.

Creating components at runtime
cpp
// In AMyActor (declared: void AddRuntimeLight();)
#include "Components/PointLightComponent.h"

void AMyActor::AddRuntimeLight()
{
    // NewObject creates the UObject only; RegisterComponent creates render/physics state and enables tick.
    UPointLightComponent* Light = NewObject<UPointLightComponent>(this, TEXT("RuntimeLight"));
    Light->SetupAttachment(GetRootComponent());  // allowed before RegisterComponent
    Light->RegisterComponent();
    AddInstanceComponent(Light);                 // adds to InstanceComponents: visible in Details, serialized per instance
    Light->SetIntensity(5000.f);
}

UnregisterComponent() removes world presence but keeps the object (reversible); DestroyComponent() unregisters and marks it for GC. A component whose Outer is an actor is added to that actor's OwnedComponents (ActorComponent.cpp:600 in PostInitProperties, :951 on register), which AActor::AddReferencedObjects reports to GC (Actor.cpp:574), so it stays alive until DestroyComponent() or the actor dies, with or without a UPROPERTY. Still hold your own pointer in a UPROPERTY (TObjectPtr) so it is tracked and nulled safely; a raw pointer dangles after DestroyComponent().

Attachment
CallWhereHeader
SetupAttachment(USceneComponent* InParent, FName InSocketName = NAME_None)Constructor, or any unregistered componentSceneComponent.h:734
AttachToComponent(USceneComponent* InParent, const FAttachmentTransformRules& AttachmentRules, FName InSocketName = NAME_None)Runtime; valid registered or not, but prefer SetupAttachment before registration. Returns bool (false = rejected, parent unchanged)SceneComponent.h:752
DetachFromComponent(const FDetachmentTransformRules& DetachmentRules)RuntimeSceneComponent.h:786
AActor::AttachToComponent(...), AttachToActor(AActor* ParentActor, const FAttachmentTransformRules&, FName SocketName = NAME_None), DetachFromActor(const FDetachmentTransformRules&)Attach the whole actor via its root; both attach calls return boolActor.h:2015, 2029, 2062
K2_AttachToComponent(...), K2_AttachToActor(...)Blueprint nodes only; C++ calls the non-K2_ formsActor.h:2006, 2042

FAttachmentTransformRules presets (Engine/EngineTypes.h:78-81): KeepRelativeTransform, KeepWorldTransform, SnapToTargetNotIncludingScale, SnapToTargetIncludingScale; per-axis constructor FAttachmentTransformRules(EAttachmentRule InLocationRule, EAttachmentRule InRotationRule, EAttachmentRule InScaleRule, bool bInWeldSimulatedBodies). FDetachmentTransformRules presets (:125-126): KeepRelativeTransform, KeepWorldTransform.

cpp
void AMyCharacter::EquipWeapon(UStaticMeshComponent* WeaponMesh)
{
    WeaponMesh->AttachToComponent(GetMesh(), FAttachmentTransformRules::SnapToTargetNotIncludingScale, TEXT("WeaponSocket"));
}
Activation (ActorComponent.h)

uint8 bAutoActivate:1 is public (:317): set it in the constructor. Runtime: virtual void Activate(bool bReset = false) (:580), virtual void Deactivate() (:586), virtual void SetActive(bool bNewActive, bool bReset = false) (:594), virtual void ToggleActive() (:600), bool IsActive() const (:607; bIsActive is private). Gate activation by overriding virtual bool ShouldActivate() const (:807). Delegates OnComponentActivated / OnComponentDeactivated (:559, :563).

Component Lifecycle Hooks

Override these on UActorComponent subclasses; signatures are verbatim from Components/ActorComponent.h.

HookLineFires
virtual void OnComponentCreated():1331Native components when the actor is spawned; not for components loaded from a level
virtual void OnRegister() / virtual void OnUnregister():830, :835Around world registration; render/physics state is created after OnRegister
virtual void InitializeComponent() / virtual void UninitializeComponent():919, :955Only when bWantsInitializeComponent (:340) is true; once per session
virtual void BeginPlay() / virtual void EndPlay(const EEndPlayReason::Type EndPlayReason):936, :949Play start/stop
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction):976Requires PrimaryComponentTick.bCanEverTick and registration
virtual void OnComponentDestroyed(bool bDestroyingHierarchy):1338From DestroyComponent
HasBeenCreated(), HasBeenInitialized(), HasBegunPlay(), IsRegistered(), IsBeingDestroyed():505-520, :1316State queries; the bit fields are private

GetOwner() (:538) and GetOwner<T>() (:542) return the owning actor; GetWorld() is valid once registered.

Spawning

FActorSpawnParameters (Engine/World.h:420-519): Name, Template, Owner, Instigator, OverrideLevel, SpawnCollisionHandlingOverride, TransformScaleMethod, bNoFail, bDeferConstruction, bAllowDuringConstructionScript, NameMode, ObjectFlags, CustomPreSpawnInitialization. Collision handling values (Engine/EngineTypes.h:4411-4423): Undefined, AlwaysSpawn, AdjustIfPossibleButAlwaysSpawn, AdjustIfPossibleButDontSpawnIfColliding, DontSpawnIfColliding.

cpp
// AMyEnemySpawner member: UPROPERTY(EditDefaultsOnly) TSubclassOf<AMyEnemy> EnemyClass;
AMyEnemy* AMyEnemySpawner::SpawnEnemy(const FVector& Location, const FRotator& Rotation)
{
    FActorSpawnParameters Params;
    Params.Owner = this;
    Params.Instigator = GetInstigator();
    Params.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AdjustIfPossibleButAlwaysSpawn;
    return GetWorld()->SpawnActor<AMyEnemy>(EnemyClass, Location, Rotation, Params);
}
Deferred spawn: configure before construction and BeginPlay

SpawnActorDeferred<T>(UClass* Class, FTransform const& Transform, AActor* Owner = nullptr, APawn* Instigator = nullptr, ESpawnActorCollisionHandlingMethod CollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::Undefined, ESpawnActorScaleMethod TransformScaleMethod = ESpawnActorScaleMethod::MultiplyWithRoot) (World.h:3851-3870) sets bDeferConstruction = true. Finish with FinishSpawning(const FTransform& Transform, bool bIsDefaultTransform = false, const FComponentInstanceDataCache* InstanceDataCache = nullptr, ESpawnActorScaleMethod TransformScaleMethod = ESpawnActorScaleMethod::OverrideRootScale) (Actor.h:3117). Until then the actor "is in a malformed state" (Actor.h:632).

cpp
// AMyEnemy declares: void SetEnemyData(UMyEnemyData* Data);
AMyEnemy* AMyEnemySpawner::SpawnEnemyFromData(const FTransform& SpawnTransform, UMyEnemyData* Data)
{
    AMyEnemy* Enemy = GetWorld()->SpawnActorDeferred<AMyEnemy>(EnemyClass, SpawnTransform, this, GetInstigator(),
        ESpawnActorCollisionHandlingMethod::AlwaysSpawn);
    if (!Enemy) { return nullptr; }
    Enemy->SetEnemyData(Data);                     // runs before OnConstruction and BeginPlay
    Enemy->FinishSpawning(SpawnTransform, false, nullptr, ESpawnActorScaleMethod::MultiplyWithRoot);
    return Enemy;
}

The two defaults differ: SpawnActorDeferred uses MultiplyWithRoot, FinishSpawning uses OverrideRootScale. Pass the scale method explicitly when the root component has a non-unit default scale.

Object pooling

SpawnActor/Destroy churn for projectiles or casings costs GC time. Park actors instead: hide, disable collision and tick; reuse by reversing. AActor has no IsActive(); use IsHidden() (Actor.h:4523) as the parked flag.

Full pooled-actor class (Acquire/Release with GC-safe storage): references/component-types.md.

Ticking

FTickFunction fields (Engine/EngineBaseTypes.h): bCanEverTick (:213), bStartWithTickEnabled (:217), bTickEvenWhenPaused (:209), bAllowTickOnDedicatedServer (:221), TickGroup (:196), EndTickGroup (:204), TickInterval (:258). Actors use PrimaryActorTick (Actor.h:318), components PrimaryComponentTick (ActorComponent.h:177).

cpp
AMyEnemy::AMyEnemy()
{
    PrimaryActorTick.bCanEverTick = true;
    PrimaryActorTick.bStartWithTickEnabled = false;   // later: SetActorTickEnabled(true)
    PrimaryActorTick.TickInterval = 0.1f;             // later: SetActorTickInterval(0.1f)
    PrimaryActorTick.TickGroup = TG_PostPhysics;
}
ETickingGroup (EngineBaseTypes.h:83-109)Use
TG_PrePhysicsDefault. Input, movement requests, AI decisions
TG_DuringPhysicsWork that does not read this frame's physics results
TG_PostPhysicsCamera, IK, anything reading final physics transforms
TG_PostUpdateWorkLast gameplay group
TG_StartPhysics, TG_EndPhysics, TG_LastDemotable, TG_NewlySpawnedEngine-internal; never assign

Ordering between specific objects: AddTickPrerequisiteActor(AActor* PrerequisiteActor) and AddTickPrerequisiteComponent(UActorComponent* PrerequisiteComponent) exist on both AActor (Actor.h:2093, 2097) and UActorComponent (ActorComponent.h:1355, 1359). SetTickableWhenPaused(bool bTickableWhenPaused) (Actor.h:2113, ActorComponent.h:618). Change group at runtime with SetTickGroup(ETickingGroup NewTickGroup) (Actor.h:3566, ActorComponent.h:1351). Fixed-step physics callbacks: bAsyncPhysicsTickEnabled (Actor.h:699) plus virtual void AsyncPhysicsTickActor(float DeltaTime, float SimTime) (Actor.h:2930); see ue-physics-collision.

When not to tick
NeedUse instead
Delayed or repeating workGetWorldTimerManager().SetTimer(FTimerHandle& InOutHandle, UserClass* InObj, TMethodPtr InTimerMethod, float InRate, bool InbLoop = false, float InFirstDelay = -1.f) (TimerManager.h:167)
React to state changeDynamic multicast delegate on the component, bound in PostInitializeComponents
CollisionOnComponentBeginOverlap, OnComponentHit (PrimitiveComponent.h:1457-1475), OnActorBeginOverlap (Actor.h:1368); see ue-physics-collision
Cheap per-frame updatesKeep tick but throttle with TickInterval and disable with SetActorTickEnabled(false) when idle
Show full SKILL.md (688 more words)Show less

Interfaces

Use a UINTERFACE for a capability ("can be interacted with") that unrelated actors share; use a component when the behavior owns state or needs to tick. Blueprint-facing exposure rules (BlueprintImplementableEvent, meta= specifiers, latent actions) are owned by ue-blueprint-cpp-interop.

cpp
// MyInteractable.h
#pragma once

#include "CoreMinimal.h"
#include "UObject/Interface.h"
#include "MyInteractable.generated.h"

UINTERFACE(MinimalAPI, Blueprintable)
class UMyInteractable : public UInterface
{
    GENERATED_BODY()
};

class MYGAME_API IMyInteractable
{
    GENERATED_BODY()
public:
    // C++ default + Blueprint override; UHT also generates Execute_OnInteract(UObject*, AActor*) for safe calls
    UFUNCTION(BlueprintNativeEvent, BlueprintCallable, Category="Interaction")
    void OnInteract(AActor* InstigatorActor);
};

Implementers inherit both classes, class MYGAME_API AMyChest : public AActor, public IMyInteractable, and override virtual void OnInteract_Implementation(AActor* InstigatorActor) override;. Callers never invoke OnInteract directly:

cpp
// Caller (AMyCharacter, declared: void TryInteract(AActor* Target);)
void AMyCharacter::TryInteract(AActor* Target)
{
    if (Target && Target->Implements<UMyInteractable>())        // U-class for the reflection check
    {
        IMyInteractable::Execute_OnInteract(Target, this);       // works for C++ and Blueprint implementers
    }
    // Components implementing the interface: FindComponentByInterface<IMyInteractable>() takes the I-class (Actor.h:3852)
}

Composition Patterns

Prefer a flat actor plus components over deep hierarchies (AMyCharacter + UMyHealthComponent + UMyInventoryComponent), with one class and many data assets instead of one subclass per variant. Components talk through the owner (GetOwner()->FindComponentByClass<UMyHealthComponent>()) or through delegates, never through cached raw pointers to siblings. Data-driven loadouts add components at runtime from a TArray<TSubclassOf<UActorComponent>> on a data asset:

cpp
void AMyEnemy::ApplyLoadout(const UMyEnemyData* Data)
{
    for (const TSubclassOf<UActorComponent>& CompClass : Data->ExtraComponents)
    {
        UActorComponent* Comp = NewObject<UActorComponent>(this, CompClass);
        if (!Comp) { continue; }
        Comp->RegisterComponent();          // starts ticking and registers with the world
        AddInstanceComponent(Comp);         // shows up in the details panel and is saved with the actor
    }
}

For components injected into actors by plugins or Game Features, use UGameFrameworkComponentManager::AddReceiver(AActor* Receiver, bool bAddOnlyInGameWorlds = true) from ModularGameplay (Beta in 5.8); see ue-game-features.

Deprecated — do not use

Do not emitUse in 5.8Source
FindComponentByInterface<UMyInterface>()FindComponentByInterface<IMyInterface>()UE_DEPRECATED(5.5) in GameFramework/Actor.h:3844
PreDuplicate(FObjectDuplicationParameters&)PreDuplicateFromRoot(FObjectDuplicationParameters& DupParams)UE_DEPRECATED(5.6) in GameFramework/Actor.h:2413
Actor->LastRenderTimeGetLastRenderTime() / SetLastRenderTime(float)UE_DEPRECATED(5.6) in GameFramework/Actor.h:138
NetUpdateFrequency = 30.f, MinNetUpdateFrequency = ..., NetCullDistanceSquared = ...SetNetUpdateFrequency(), SetMinNetUpdateFrequency(), SetNetCullDistanceSquared()UE_DEPRECATED(5.5) in GameFramework/Actor.h:898-909
BeginReplication() / EndReplication() overridesOnReplicationStartedForIris / OnStopReplicationForIris / FillReplicationParams; see ue-networking-replicationUE_DEPRECATED(5.7) in GameFramework/Actor.h:3493-3506
APawn::GetMovementBase()GetMovementBaseObject() / GetMovementBaseInterfaceData(); see ue-character-movementUE_DEPRECATED(5.8) in GameFramework/Pawn.h:59
AttachTo(...), K2_AttachTo(...), AttachRootComponentTo(...)AttachToComponent(Parent, FAttachmentTransformRules, SocketName)UE_DEPRECATED(4.17) in GameFramework/Actor.h:1991, Components/SceneComponent.h:740
AttachRootComponentToActor(...)AttachToActor(ParentActor, FAttachmentTransformRules, SocketName)UE_DEPRECATED(4.17) in GameFramework/Actor.h:2018
DetachFromParent(bool), DetachRootComponentFromParent(bool)DetachFromComponent(FDetachmentTransformRules), DetachFromActor(FDetachmentTransformRules)UE_DEPRECATED(4.12) in Components/SceneComponent.h:768; UE_DEPRECATED(4.17) in GameFramework/Actor.h:2045
Comp->bReplicates = trueSetIsReplicatedByDefault(true) (constructor) or SetIsReplicated(true)private member, Components/ActorComponent.h:264-267
Comp->bCreatedByConstructionScriptComp->CreationMethod == EComponentCreationMethod::UserConstructionScript or IsCreatedByConstructionScript()@deprecated Replaced by CreationMethod, Components/ActorComponent.h:306-310
SceneComp->RelativeLocation = ..., SceneComp->bVisible = ..., SceneComp->AttachParentSetRelativeLocation(), SetVisibility(), GetAttachParent()private members, Components/SceneComponent.h:109-183
Actor->bHiddenIsHidden() / SetActorHiddenInGame(bool)private member, GameFramework/Actor.h:365
GetComponentsByClass(...) in C++ (the C++ name is K2_GetComponentsByClass)GetComponents<T>(OutArray) or TInlineComponentArray<T*>"intended to only be used by blueprints", GameFramework/Actor.h:3801-3807
LightmapType on primitivesGetLightmapType() / SetLightmapType()UE_DEPRECATED(5.5) in Components/PrimitiveComponent.h:359

Common Mistakes

World access in the constructor: GetWorld() is nullptr on the CDO; SpawnActor, timers and lookups belong in BeginPlay, component binding in PostInitializeComponents.

Skipping Super::: every lifecycle override calls its Super:: (BeginPlay first thing; EndPlay(EndPlayReason) last). AActor::EndPlay is what forwards EndPlay to components; RouteEndPlay ensures against a missing Super::EndPlay (Actor.cpp:3230).

Pooled or cached actors outside a UPROPERTY: a plain TArray<AMyProjectile*> member is invisible to GC; declare UPROPERTY() TArray<TObjectPtr<AMyProjectile>>. For non-owning references in non-UObject code use TWeakObjectPtr<AActor> and check IsValid().

AttachToComponent in the constructor: the header allows it on unregistered components, but SetupAttachment is the intended call there (SceneComponent.h:745-746); use AttachToComponent from BeginPlay onward and check its bool result.

NewObject without RegisterComponent: the component never gets render or physics state and never ticks. Also call AddInstanceComponent if it should appear in the Details panel and survive serialization.

Deferred spawn without FinishSpawning: the actor stays in a malformed state (Actor.h:632); always pair SpawnActorDeferred with FinishSpawning.

Calling an interface method directly: Target->OnInteract(...) bypasses Blueprint implementers. Test with Implements<UMyInteractable>(), call through IMyInteractable::Execute_OnInteract(Target, ...).

Polling in Tick: if (HealthComp->IsDead()) every frame is replaced by binding OnDeath once; disable tick with SetActorTickEnabled(false) when nothing needs per-frame work.

Assuming child actors exist in PostInitializeComponents: UChildActorComponent children may begin play late (Actor.h:275); read GetChildActor() in or after BeginPlay.

Writing private component flags: bReplicates, bIsActive, bHasBegunPlay, RelativeLocation and bVisible are private; use the setters and queries listed in the tables above.

  • ue-cpp-foundations — UCLASS/UPROPERTY/UFUNCTION specifiers, TObjectPtr vs TWeakObjectPtr, subsystems, GC rules
  • ue-gameplay-framework — GameMode, GameState, PlayerController, Pawn, Character, damage without GAS
  • ue-physics-collision — collision channels and profiles, overlap and hit events, sweeps, async physics tick
  • ue-networking-replication — SetReplicates, property replication, OnRep, RPCs, subobject replication, Iris
  • ue-gameplay-cameras — USpringArmComponent, UCameraComponent, PlayerCameraManager, Gameplay Cameras plugin
  • ue-blueprint-cpp-interop — Blueprint-implementable interfaces, BlueprintNativeEvent rules, latent actions, meta specifiers
  • ue-character-movement — CharacterMovementComponent, movement base API, CMC vs Mover
  • ue-animation-system — USkeletalMeshComponent animation, AnimInstance, montages
  • ue-audio-system — UAudioComponent playback, attenuation, MetaSounds
  • ue-niagara-effects — UNiagaraComponent, system spawning, user parameters
  • ue-game-features — ModularGameplay components, UGameFrameworkComponentManager, Game Feature actions
  • ue-gameplay-abilities — UAbilitySystemComponent placement on actors
  • ue-state-trees — UStateTreeComponent on actors and AI controllers
  • ue-ai-navigation — perception and navigation components
  • ue-procedural-generation — UProceduralMeshComponent, UDynamicMeshComponent, instancing at scale
  • ue-editor-tools — detail customizations, editor utility widgets, UToolMenus and editor subsystems
  • ue-input-system — Enhanced Input actions, mapping contexts, triggers, modifiers and user settings
  • ue-mass-entity — Mass processors, fragments, queries and entity traits
  • ue-materials-rendering — material instances, parameter collections, render targets and post process
  • ue-sequencer-cinematics — Level Sequences, playback, cine cameras and Movie Render Graph
  • ue-world-level-streaming — World Partition, level streaming, data layers and travel

© quodsoler, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 2 other files (references) in skills/ue-actor-component-architecture of quodsoler/unreal-engine-skills.

  • SKILL.md
  • references/actor-lifecycle.md
  • references/component-types.md

Open the folder on GitHubat commit f3742d7

Compare with similar skills

Unreal Actor-Component Architecture next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Unreal Actor-Component Architecture compared with similar skills
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Unreal Actor-Component Architecture this skillquodsoler/unreal-engine-skills362—~7.5kAutomated safety check: PassMIT
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Unreal Live CodingItalink/UnrealClientProtocol127—~1kAutomated safety check: PassMIT
Unreal Cpp Gameplayukanwat/overtime3871 repos~1.5kAutomated safety check: PassApache-2.0
Unreal Enhanced Inputukanwat/overtime3871 repos~1.5kAutomated safety check: PassApache-2.0
Unreal Niagaraukanwat/overtime3871 repos~1.5kAutomated safety check: PassApache-2.0

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Questions about Unreal Actor-Component Architecture

What does Unreal Actor-Component Architecture do?

Unreal Engine C++ guidance for AActor and UActorComponent: lifecycle hooks, spawning, component creation and attachment, ticking, interfaces and composition. 8, with APIs checked against its headers and older forms listed as deprecated.md` if present, then routes the request to a section: where code belongs among the constructor, PostInitializeComponents, BeginPlay and EndPlay; creating, attaching and activating components; component hooks such as OnRegister and TickComponent; spawning, including deferred spawn and pooling; tick groups and intervals versus timers; interfaces; and splitting a large actor into components.

When should I use Unreal Actor-Component Architecture?

Unreal Actor-Component Architecture fits situations like: deciding what belongs in an actor's constructor versus BeginPlay; spawning actors with SpawnActorDeferred and setting them up before FinishSpawning; attaching components and fixing root component or transform rules; replacing a heavy actor with small components or building an actor pool.

How do I install Unreal Actor-Component Architecture in Claude Code?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-actor-component-architecture -a claude-code`. Or copy the skill folder (skills/ue-actor-component-architecture in quodsoler/unreal-engine-skills) into .claude/skills/ue-actor-component-architecture in your project. Claude Code loads it when a task matches its description.

How do I install Unreal Actor-Component Architecture in Codex?

Run `npx skills add quodsoler/unreal-engine-skills --skill ue-actor-component-architecture -a codex`. Or copy the skill folder (skills/ue-actor-component-architecture in quodsoler/unreal-engine-skills) into .agents/skills/ue-actor-component-architecture in your project. Codex loads it when a task matches its description.

Can I use Unreal Actor-Component Architecture in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add quodsoler/unreal-engine-skills --skill ue-actor-component-architecture -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/ue-actor-component-architecture, .gemini/skills/ue-actor-component-architecture, .github/skills/ue-actor-component-architecture and .opencode/skills/ue-actor-component-architecture in your project.

What does Unreal Actor-Component Architecture need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal Actor-Component Architecture is instructions for the agent only. Our summary lists: An Unreal Engine C++ project, with the game module depending on Core, CoreUObject and Engine.

Does Unreal Actor-Component Architecture access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Unreal Actor-Component Architecture safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unreal Actor-Component Architecture use?

Unreal Actor-Component Architecture is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unreal Actor-Component Architecture use?

About 7.5k tokens (SKILL.md is roughly 30k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 12k tokens, read only when the agent opens those files.

What are the alternatives to Unreal Actor-Component Architecture?

Skills that share tags, products or a category with Unreal Actor-Component Architecture: Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 338 stars), Unreal Live Coding (Italink/UnrealClientProtocol, 127 stars), Unreal Cpp Gameplay (ukanwat/overtime, 387 stars) and Unreal Enhanced Input (ukanwat/overtime, 387 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Actor-Component Architecture?

quodsoler (a GitHub user) maintains it in quodsoler/unreal-engine-skills, which has 362 GitHub stars. The repository holds 31 skills in this directory. The repository was last updated on September 28, 2026.

Source: quodsoler/unreal-engine-skills on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.