技能创建器
skill-creator
创建、改进和评估自定义技能,把专业流程转化为可重复使用的 AI 能力。
ue5-cpp-gameplay【数据与研究】UE5.6-UE5.8 gameplay C++ implementation for Actors, Components, DataAssets, and gameplay logic. Use when requests ask to write .h/.cpp pairs, expose UPROPERTY/UFUNCTION to Blueprint, use GameplayTags, or build reusable component-based systems.
独立 GitHub 快照 · 自动分类 · 以原作者文档为准
AActor, UActorComponent, UObject, USaveGame, etc.).UCLASS, USTRUCT, UENUM, UINTERFACE, GENERATED_BODY()UPROPERTY(...), UFUNCTION(...)AActor, UActorComponent, UDataAsset, UGameInstanceSubsystemTObjectPtr<> in headers and TSubclassOf<> for class referencesGetLifetimeReplicatedProps(...)DOREPLIFETIME(...) in Net/UnrealNetwork.hReplicatedUsing=OnRep_*, UFUNCTION(Server/Client/NetMulticast, ...)FGameplayTag, FGameplayTagContainer.cpp)TObjectPtr in headers)..h and .cpp with forward declarations in header and concrete includes in source.BlueprintCallable, BlueprintPure, categories, metadata) before implementation..cpp with null checks, authority guards, and explicit branch behavior.BeginPlay, InitializeComponent, or subsystem init) explicitly.OnRep_* handlers only for true client-visible state.GetLifetimeReplicatedProps(...) with DOREPLIFETIME(...).FGameplayTag/FGameplayTagContainer with explicit tag names..h and .cpp when creating a class.TObjectPtr<> in UPROPERTY object references in headers.BlueprintType/Blueprintable/BlueprintCallable metadata..cpp, keep forward declarations in headers.GetLifetimeReplicatedProps(...) and actor/component replication flags.DOREPLIFETIME(...), ensure owning actor replicates.OnRep_* never fires.