What problem does it solve? Unreal Engine C++ developers frequently hit lifecycle and composition bugs: BeginPlay not firing, runtime components that never render or collide, attachment rules that snap objects to the wrong place, and overlap events that silently fail. This Skill provides the canonical AActor lifecycle order, the component type hierarchy, and correct patterns for spawning, attaching, and registering components so these issues are avoided or diagnosed quickly. ## Core Features & Use Cases - Lifecycle guidance: Documents the full AActor creation paths (load-from-disk, PIE duplication, SpawnActor, deferred spawn) and the exact callback order from constructor through BeginPlay, EndPlay, and garbage collection. - Component composition: Explains the UActorComponent / USceneComponent / UPrimitiveComponent tiers, root component selection, attachment rules, sockets, mobility, and runtime component registration. - Spawning and destruction: Covers SpawnActor variants, FActorSpawnParameters, collision handling overrides, deferred spawn for pre-BeginPlay configuration, and object pooling. - Use Case: When creating a pickup actor with a USphereComponent trigger and a UStaticMeshComponent visual, follow the provided code pattern to set the root, attach in the constructor with SetupAttachment, and bind the overlap UFUNCTION in BeginPlay. ## Quick Start Ask the AI to create a new Unreal C++ actor with a collision sphere root and an attached static mesh that fires an overlap event when the player walks into it.