kevinpbuckley/unreal-engine-skills

ue-core-types-and-containers

Use Unreal's core C++ types instead of the standard library — containers (TArray, TMap, TSet, TQueue, TArrayView), string types (FString, FName, FText, TStringBuilder) with conversion patterns and localization rules, math types (FVector, FRotator, FQuat, FT…

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Como usar

  1. Copie o comando e verifique o pacote antes de instalar no seu ambiente de agente.
  2. Consulte no original as ferramentas, credenciais e ambientes necessários.
  3. Descreva os dados de entrada e a entrega esperada; confira a saída com as fontes.
npx skills add https://github.com/kevinpbuckley/unreal-engine-skills --skill ue-core-types-and-containers

Antes de começar

  • A instalação não inclui assinatura de modelo, franquia API ou acesso aos seus arquivos.
  • Estrelas e instalações indicam atividade, não um teste independente de qualidade ou segurança.
Documento original do Skill

Renderizado do repositório de origem, preservando títulos, exemplos, código, tabelas, links e imagens.

Core types & containers

Unreal ships its own containers, string types, and math types. Use them, not std::: they integrate with UObject reflection, serialization, allocators, and garbage collection. Mixing in std::string or std::vector causes friction and these types won't serialize or reflect correctly.

When to use this skill

  • Storing collections: choose TArray/TMap/TSet over std::vector/std::map/std::set.
  • String work: pick FString (mutable), FName (identifier), or FText (user-facing / localized).
  • 3D math: FVector, FRotator, FQuat, FTransform, and FMath helpers.
  • Reaching for std::optional, std::variant, or std::tuple: use TOptional, TVariant, TTuple.
  • Thread-safe producer/consumer: TQueue over a locked TArray.

Containers at a glance

TypeUse forKey property
TArray<T>dynamic array (default container)contiguous, owning, serializable
TMap<K,V>key→valuehashed, unique keys, O(1) avg lookup
TSet<T>unique sethashed, O(1) avg membership test
TQueue<T>FIFO, cross-threadlock-free SPSC/MPSC
TArrayView<T>non-owning read-only windowzero-copy; pass over contiguous data
TArray<T, TInlineAllocator<N>>small array, avoid heapN elements on stack, spills to heap

TArray — the default container

cpp
TArray<FVector> Waypoints;
Waypoints.Reserve(64);                          // pre-size; avoids reallocations
Waypoints.Emplace(100.0, 200.0, 0.0);          // construct in-place; prefer over Add
Waypoints.Emplace(300.0, 400.0, 0.0);

for (const FVector& W : Waypoints) { /* ... */ }

// Predicate removal — no iterator invalidation
Waypoints.RemoveAll([](const FVector& V){ return V.Z < 0.0; });

// O(1) removal when order doesn't matter
Waypoints.RemoveAtSwap(0);

// Sort with a predicate
Waypoints.Sort([](const FVector& A, const FVector& B){ return A.X < B.X; });

GC rule: a TArray of UObject pointers stored as a member must be a UPROPERTY():

cpp
UPROPERTY()
TArray<TObjectPtr<AActor>> Spawned;  // GC keeps entries alive

TMap

cpp
TMap<FName, int32> Scores;
Scores.Reserve(32);
Scores.Add(TEXT("Alice"), 10);

// Idiomatic lookup — returns V* (null if missing)
if (int32* S = Scores.Find(TEXT("Alice")))
    (*S)++;

// Insert or get existing
int32& BobScore = Scores.FindOrAdd(TEXT("Bob"));  // inserts 0 if absent

// Iterate pairs
for (const TPair<FName, int32>& P : Scores)
    UE_LOG(LogGame, Log, TEXT("%s=%d"), *P.Key.ToString(), P.Value);

TSet

cpp
TSet<FName> Visited;
Visited.Add(TEXT("Level_A"));          // no-op if already present
bool bSeen = Visited.Contains(TEXT("Level_A"));  // O(1)
Visited.Remove(TEXT("Level_A"));

TQueue (thread-safe FIFO)

cpp
TQueue<FHitResult> PendingHits;   // SPSC by default
PendingHits.Enqueue(Hit);         // producer (can be off game thread)

FHitResult Out;
while (PendingHits.Dequeue(Out))  // consumer (game thread)
    ProcessHit(Out);

See references/containers.md for TArrayView, allocators, iteration patterns, and GC/UPROPERTY rules.

Strings: choose the right type

TypeMutable?PurposeCompare cost
FNamenoidentifiers, keys, asset names, bone/socket namesO(1), case-insensitive
FStringyesruntime build/parse/format; not for player-facing textO(n)
FTextn/alocalized user-facing textuse EqualTo() not ==
cpp
FName   Socket = TEXT("hand_r");                            // interned identifier
FString Path   = FString::Printf(TEXT("/Game/%s"), *Map);   // runtime manipulation
FText   Label  = NSLOCTEXT("UI", "Start", "Start Game");    // localized display
FText   HpText = FText::Format(
    NSLOCTEXT("UI", "HpFmt", "HP: {0}/{1}"),
    FText::AsNumber(Hp), FText::AsNumber(MaxHp));

Key conversions

cpp
FString S = Name.ToString();           // FName → FString
FName   N = FName(*SomeFString);       // FString → FName  (case-insensitive; lossy)
FText   T = FText::FromString(S);      // FString → FText  (not localizable; debug only)
bool bSame = TextA.EqualTo(TextB);     // FText equality — never operator==

TStringBuilder — efficient string building

Prefer TStringBuilder<N> over repeated += on FString. The N-character stack buffer avoids heap allocation for most outputs.

cpp
TStringBuilder<256> B;
B << TEXT("Actor=") << *Actor->GetName();
B.Appendf(TEXT(" X=%.1f"), Loc.X);
FString Result(B);

TStringBuilder<N> is the alias defined at Containers/StringFwd.h:32 for TStringBuilderWithBuffer<TCHAR, N> (Misc/StringBuilder.h:496).

See references/strings-and-text.md for the full conversion matrix, FStringView, string tables, encoding rules, and NSLOCTEXT vs LOCTEXT.

Math types (UE5 = double precision everywhere)

All primary math types are double in UE5 (Large World Coordinates). Float variants (FVector3f, FQuat4f, etc.) exist for rendering/physics payloads.

TypeMeaning
FVector3D point/direction (double X,Y,Z); TVector<double>
FRotatorpitch/yaw/roll in degrees; intuitive but prone to gimbal lock
FQuatquaternion; compose/interpolate rotations without gimbal lock
FTransformlocation + rotation + scale; the actor/component transform
FVector2D, FVector42D and 4D variants
FMatrix4×4 double matrix
FBox, FBoxSphereBoundsaxis-aligned bounds, sphere bounds
FIntVector, FIntPointinteger vector/point
cpp
FVector Loc  = Actor->GetActorLocation();
FVector Fwd  = Actor->GetActorForwardVector();
double  Dist = FVector::Dist(A, B);           // Dist:1017

FQuat Q    = Actor->GetActorQuat();
FQuat Rot  = FQuat(FVector::UpVector, FMath::DegreesToRadians(45.0));
FQuat Comp = Q * Rot;                         // compose: apply Q then Rot

FQuat Blended = FQuat::Slerp(Q, Target, Alpha); // smooth interpolation

FTransform T = Actor->GetActorTransform();
FVector LocalPt = T.InverseTransformPosition(WorldPt);

// FMath helpers
float Clamped   = FMath::Clamp(Val, 0.f, 1.f);
float Lerped    = FMath::Lerp(A, B, Alpha);
float Smoothed  = FMath::FInterpTo(Current, Target, DeltaTime, Speed);

Gimbal-lock rule: use FRotator for editor-facing properties and single-axis tweaks; use FQuat whenever composing or interpolating multiple rotations in code.

See references/math-types.md for per-type APIs, LWC pitfalls, FMath reference, and version notes.

Utility types

cpp
// TOptional<T> — maybe-a-value, no heap
TOptional<FHitResult> MaybeHit = DoTrace(Start, End);
if (MaybeHit.IsSet())
    Process(MaybeHit.GetValue());

// TVariant<A,B,...> — type-safe discriminated union
using FGameEvent = TVariant<FPickupEvent, FDamageEvent>;
FGameEvent Ev;
Ev.Set<FPickupEvent>({Actor});
if (FPickupEvent* P = Ev.TryGet<FPickupEvent>()) { /* ... */ }

// TTuple<A,B,...> — heterogeneous fixed-size tuple
TTuple<FString, int32> NameScore = MakeTuple(TEXT("Alice"), 100);
FString Name  = NameScore.Get<0>();
int32   Score = NameScore.Get<1>();

// TPair<K,V> — produced by TMap iteration
for (const TPair<FName, int32>& P : ScoreMap) { /* P.Key, P.Value */ }

See references/utility-types.md for usage rules, Get vs TryGet, C++17 structured bindings, and when to prefer a named struct over TTuple.

Gotchas

  • `std::string`/`std::vector` in UE C++ — avoid; they skip reflection/serialization

and don't interact with GC. Use FString/TArray.

  • Missing `TEXT()` around literals — produces narrow char*; implicit conversion may

silently mangle non-ASCII characters.

  • `TMap::Find` returns a pointer (null if absent) — always null-check before

dereferencing. operator[] asserts if the key is missing.

  • Holding a pointer into a `TArray` across an `Add` — Add may reallocate;

previously obtained GetData() pointers or element references are then invalid.

  • `FName` is case-insensitive — FName("Hand_R") == FName("hand_r"); never use it

where case matters.

  • `FText` equality is `EqualTo()`, not == — operator== compares internal identity,

not display strings.

  • `FVector` components are `double` — assigning .X to a float variable narrows.

Use (float)V.X explicitly when interfacing with float-only APIs.

  • Composing rotations with `FRotator +` — does not produce correct multi-axis results;

use FQuat multiplication instead.

  • `TOptional::GetValue()` on an unset optional — runtime check failure; call IsSet()

first, or use Get(DefaultValue).

  • `TQueue` is not iterable — it is write-only from the producer side and dequeue-only

from the consumer side; no Num() or range-for.

Version notes

  • UE5+: All primary math types are double (Large World Coordinates / LWC). Float

variants (FVector3f, FRotator3f, FTransform3f, FQuat4f) exist for rendering and physics payloads; do not mix with double variants without explicit conversion.

  • UE 5.3: TWriteToString<N> deprecated; use TStringBuilder<N>.
  • UE 5.5+: TSet may internally use TCompactSet; the public API is unchanged.

References & source material

Engine source (UE 5.8, under Engine/Source/Runtime/Core/Public/):

  • Containers/Array.h:767 — TArray<T> template class; Contains:1757, Reserve:3268,

Sort:3654.

  • Containers/Map.h (via Map.h.inl) — TMap<K,V>; uses sparse-array + hash bucket

backing.

  • Containers/Set.h — TSet<T>.
  • Containers/Queue.h:47 — TQueue<T>, Enqueue:123, Dequeue:80, IsEmpty:206.
  • Containers/ArrayView.h — TArrayView<T>.
  • Containers/ContainerAllocationPolicies.h:1328 — TInlineAllocator; :1530 — TFixedAllocator.
  • Containers/StaticArray.h:25 — TStaticArray<T,N>.
  • Containers/UnrealString.h (impl in UnrealString.h.inl:58) — FString; Printf:1376,

Format:1418, FromInt:1992.

  • Containers/StringFwd.h:23 — FStringBuilderBase; :32 — TStringBuilder<N> alias.
  • Misc/StringBuilder.h:78 — TStringBuilderBase; Append:238, Appendf:407.
  • UObject/NameTypes.h:631 — FName; ToString:697.
  • Internationalization/Text.h:406 — FText; Format:675, FromString:520,

EqualTo:599, AsNumber:428.

  • Misc/Optional.h:47 — TOptional<T>; IsSet:359, GetValue:370, Get:407.
  • Misc/TVariant.h:42 — TVariant<T,Ts...>; IsType:124, Get:132, TryGet:160.
  • Templates/Tuple.h:531 — TTuple<...>; MakeTuple:45, Get<N>():245.
  • Math/MathFwd.h:47 — type aliases: FVector, FQuat:50, FTransform:53, FRotator:57.
  • Math/Vector.h:50 — TVector<T>; Dist:1015, DotProduct:263, CrossProduct:238,

GetSafeNormal:647, Normalize:630.

  • Math/Quat.h:38 — TQuat<T>; Slerp:658, MakeFromEuler:374.
  • Math/TransformVectorized.h:61 — TTransform<T>; GetLocation:599, GetScale3D:1237,

TransformPosition:562, InverseTransformPosition:567.

  • Math/UnrealMathUtility.h — FMath; Clamp:592, Lerp:1123, FInterpTo:1509,

FInterpConstantTo:1490, RandRange:289.

Official docs (UE 5.8):

  • Containers overview — <https://dev.epicgames.com/documentation/unreal-engine/containers-in-unreal-engine>
  • TArray — <https://dev.epicgames.com/documentation/unreal-engine/array-containers-in-unreal-engine>
  • TMap — <https://dev.epicgames.com/documentation/unreal-engine/map-containers-in-unreal-engine>
  • TSet — <https://dev.epicgames.com/documentation/unreal-engine/set-containers-in-unreal-engine>
  • String Handling — <https://dev.epicgames.com/documentation/unreal-engine/string-handling-in-unreal-engine>

Deep-dive references in this skill:

TArrayView, iteration patterns, GC/UPROPERTY rules.

TStringBuilder, FStringView, string tables, NSLOCTEXT vs LOCTEXT, encoding.

FMath reference, FQuat composition convention.

TTuple, TPair, selection guide.

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