What problem does it solve? Unreal Engine developers often struggle to understand how Blueprints relate to the underlying C++/UObject model, leading to poor class hierarchy design, misplaced logic, and confusing compilation or reparenting errors. This Skill provides grounded, engine-source-referenced knowledge of the Blueprint system so you can reason correctly about Blueprint vs C++ responsibilities. ## Core Features & Use Cases - Two-Object Architecture Explained: Clarifies the distinction between the editor-only UBlueprint asset and the runtime UBlueprintGeneratedClass, including skeleton classes and the compilation pipeline. - Graph, Variable, and Component Model: Details Event Graphs, Functions, Macros, Construction Scripts, variable flag mappings to UPROPERTY specifiers, and the SimpleConstructionScript component tree. - C++ + Blueprint Boundary Guidance: Covers UCLASS/UPROPERTY/UFUNCTION specifiers, BlueprintNativeEvent vs BlueprintImplementableEvent dispatch, and the idiomatic C++ base class with Blueprint subclass pattern. - Use Case: When designing a weapon system, use this Skill to decide that core damage and replication logic belongs in a C++ AWeaponBase class while per-variant meshes, sounds, and tuning values live in thin Blueprint subclasses like BP_Rifle. ## Quick Start Ask the AI to explain how a Blueprint class relates to its C++ parent and help design a C++ base class with a Blueprint subclass for your gameplay feature.