This covers the reflection system, containers, delegates, and memory management fundamentals you need when writing Unreal C++ that talks to Blueprints or uses the engine's GC. It includes UPROPERTY specifiers, TArray/TMap usage, delegate binding patterns, and the distinction between FName, FString, and FText. The tables are helpful for UCLASS specifiers and UFUNCTION RPC setup. If you're constantly looking up whether to use EditAnywhere versus EditDefaultsOnly, or how to properly bind a multicast delegate, this will save you the documentation trip. It explicitly checks for engine version in project context since UE5's TObjectPtr and GENERATED_BODY conventions differ from UE4.
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-cpp-foundations