blueprint-cpp-integration

Expose C++ classes, functions, and properties to Unreal Engine Blueprint via reflection specifiers.

1|Updated Sep 6, 2026
One-click install
npx skills add https://github.com/ziyarduc/Baran-bk-game --skill blueprint-cpp-integration-ziyarduc
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: blueprint-cpp-integration
Source: https://github.com/ziyarduc/Baran-bk-game/tree/main/.agents/skills/blueprint-cpp-integration
Command: npx skills add https://github.com/ziyarduc/Baran-bk-game --skill blueprint-cpp-integration-ziyarduc

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes references (resource) components.

What problem does it solve? Deciding which UFUNCTION, UPROPERTY, and UCLASS specifiers to use when bridging C++ and Blueprint in Unreal Engine is error-prone: wrong specifiers mean nodes don't appear in graphs, properties don't show in the Details panel, or events never fire. This Skill provides the complete contract layer for the "C++ base + Blueprint subclass" pattern. ## Core Features & Use Cases - Function Exposure: Guidance on BlueprintCallable, BlueprintPure, BlueprintImplementableEvent, and BlueprintNativeEvent, including dispatch rules and the Implementation pattern. - Property Exposure: Full coverage of the Edit/Visible axis, BlueprintReadWrite/ReadOnly, ExposeOnSpawn, AllowPrivateAccess, and clamp/validation meta tags. - Interfaces, Libraries & Delegates: Patterns for Blueprint function libraries, Blueprint-implementable interfaces with Execute dispatch, TSubclassOf/soft references, and BlueprintAssignable dynamic multicast delegates. - Use Case: You are building a designer-facing health component in C++ and need designers to bind an OnHealthDepleted event, edit MaxHealth with clamping, and override an OnAlert behavior in Blueprint — this Skill gives the exact specifiers and call patterns. ## Quick Start Ask the AI to expose a C++ AActor's health property and damage function to Blueprint using the correct UPROPERTY and UFUNCTION specifiers.

Frequently Asked Questions about blueprint-cpp-integration

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I expose a C++ function to Blueprint in Unreal Engine?▼

Mark the function with UFUNCTION(BlueprintCallable) for side-effecting calls or UFUNCTION(BlueprintPure) for value queries without exec pins. Always add a Category so the node appears in a meaningful group in the Blueprint context menu.

What is the difference between BlueprintImplementableEvent and BlueprintNativeEvent?▼

BlueprintImplementableEvent has no C++ body; UHT generates the dispatch thunk and Blueprint defines the behavior. BlueprintNativeEvent requires a C++ default named FuncName_Implementation, which Blueprint may optionally override.

Why does my Blueprint interface call not reach the Blueprint implementation?▼

Cast<IInterface> returns null when the interface is implemented only in Blueprint because the C++ vtable is not updated. Use Implements<UInterface>() to check and IInterface::Execute_FuncName(Object) to dispatch correctly to Blueprint overrides.

How do I make a private C++ property visible in Blueprint?▼

Add UPROPERTY with BlueprintReadOnly or BlueprintReadWrite plus meta=(AllowPrivateAccess="true"). Without the AllowPrivateAccess meta tag, UHT rejects the combination and compilation fails.

When should I avoid using BlueprintPure on a function?▼

Avoid BlueprintPure for expensive operations like world queries or array scans, because Blueprint re-evaluates the node for every wire connected to its output. Cache the result in a variable or switch to BlueprintCallable instead.