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.