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Unreal Engine

Avoid common Unreal mistakes — garbage collection, UPROPERTY macros, replication authority, and asset reference pitfalls.

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Avoid common Unreal mistakes — garbage collection, UPROPERTY macros, replication authority, and asset reference pitfalls.

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Install for OpenClaw

Quick setup
  1. Download the package from Yavira.
  2. Extract the archive and review SKILL.md first.
  3. Import or place the package into your OpenClaw setup.

Requirements

Target platform
OpenClaw
Install method
Manual import
Extraction
Extract archive
Prerequisites
OpenClaw
Primary doc
SKILL.md

Package facts

Download mode
Yavira redirect
Package format
ZIP package
Source platform
Tencent SkillHub
What's included
SKILL.md

Validation

  • Use the Yavira download entry.
  • Review SKILL.md after the package is downloaded.
  • Confirm the extracted package contains the expected setup assets.

Install with your agent

Agent handoff

Hand the extracted package to your coding agent with a concrete install brief instead of figuring it out manually.

  1. Download the package from Yavira.
  2. Extract it into a folder your agent can access.
  3. Paste one of the prompts below and point your agent at the extracted folder.
New install

I downloaded a skill package from Yavira. Read SKILL.md from the extracted folder and install it by following the included instructions. Tell me what you changed and call out any manual steps you could not complete.

Upgrade existing

I downloaded an updated skill package from Yavira. Read SKILL.md from the extracted folder, compare it with my current installation, and upgrade it while preserving any custom configuration unless the package docs explicitly say otherwise. Summarize what changed and any follow-up checks I should run.

Trust & source

Release facts

Source
Tencent SkillHub
Verification
Indexed source record
Version
1.0.0

Documentation

ClawHub primary doc Primary doc: SKILL.md 8 sections Open source page

Garbage Collection

Raw pointers to UObjects get garbage collected — use UPROPERTY() to prevent UPROPERTY() marks for GC tracking — without it, pointer becomes dangling TWeakObjectPtr for optional references — doesn't prevent collection, check IsValid() NewObject<T>() for UObjects — never raw new, GC won't track it

UPROPERTY and UFUNCTION

UPROPERTY() required for Blueprint access — and for GC tracking UFUNCTION() for Blueprint callable/events — also required for replication EditAnywhere vs VisibleAnywhere — edit allows changes, visible is read-only BlueprintReadWrite vs BlueprintReadOnly — controls Blueprint access level

Actor Lifecycle

BeginPlay after all components initialized — safe to access components Constructor runs on CDO (Class Default Object) — don't spawn actors or access world PostInitializeComponents before BeginPlay — for component setup EndPlay for cleanup — called on destroy and level transition

Tick Performance

Disable tick when not needed — PrimaryActorTick.bCanEverTick = false Use timers instead of tick + counter — GetWorldTimerManager().SetTimer() Tick groups for ordering — PrePhysics, DuringPhysics, PostPhysics Blueprint tick expensive — move hot logic to C++

Replication

Server is authority — clients request, server validates and replicates UPROPERTY(Replicated) for variable sync — implement GetLifetimeReplicatedProps UFUNCTION(Server) for client-to-server RPC — must be Reliable or Unreliable HasAuthority() to check if server — before executing authoritative logic Role and RemoteRole for network role checks — ROLE_Authority is server

Asset References

Hard references load with parent — bloats memory, use for always-needed Soft references (TSoftObjectPtr) load on demand — for optional or large assets LoadSynchronous() or AsyncLoad for soft refs — don't access until loaded Blueprint class references: TSubclassOf<T> — type-safe class selection

Memory and Pointers

TSharedPtr for non-UObjects — reference counted, auto-deletes TUniquePtr for exclusive ownership — can't copy, moves only MakeShared<T>() for creation — single allocation for object and control block Never mix raw new/delete with smart pointers — choose one pattern

Common Mistakes

Accessing null actor in Blueprint — use IsValid() node before access PIE (Play In Editor) vs packaged build differ — test shipping build Hot reload corrupts Blueprints — close editor, build, reopen GetWorld() null in constructor — world doesn't exist yet, use BeginPlay Spawning in constructor crashes — defer to BeginPlay or later FString for display, FName for identifiers — FName is hashed, faster comparison

Category context

Agent frameworks, memory systems, reasoning layers, and model-native orchestration.

Source: Tencent SkillHub

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Package contents

Included in package
1 Docs
  • SKILL.md Primary doc