What problem does it solve? Adding components to Unreal Engine actors requires repetitive boilerplate across headers, constructors, and build files, and modifying Blueprint assets at design time normally demands manual editor work. This Skill provides the exact C++ patterns and a native tool call to attach components correctly in both workflows. ## Core Features & Use Cases - C++ Component Setup: Generates the UPROPERTY declaration, CreateDefaultSubobject call, attachment to RootComponent, and required include for any component type. - Blueprint Component Attachment: Uses the add_blueprint_component tool to attach components like UStaticMeshComponent or UNiagaraComponent to existing .uasset Blueprints without touching C++ source. - Module Dependency Guidance: Reminds you to add non-core modules (e.g., UMG, Niagara) to PublicDependencyModuleNames in the .Build.cs file. - Use Case: You need to add a UAudioComponent to an existing AMyCharacter class and a USphereComponent to BP_Enemy — the Skill produces the header/constructor code for the first and the tool invocation for the second. ## Quick Start Ask the agent to add a UStaticMeshComponent named MeshComponent to your actor class or Blueprint asset and configure its default properties.