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Ue Core Types And Containers

Community
kevinpbuckley
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, FTransform) with Large World Coordinates (LWC/double precision), and utility types (TOptional, TVariant, TTuple). Use when writing any UE C++ that stores collections, manipulates strings, does 3D math, or when choosing between FString/FName/ FText, between std:: and UE containers, or between FRotator and FQuat for rotation.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-core-types-and-containers
Stars
89
Forks
9
Bundled files
4
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Ue Core Types And Containers AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-core-types-and-containers
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/unreal-engine-skills.git /tmp/unreal-engine-skills
mkdir -p .claude/skills
cp -r /tmp/unreal-engine-skills/skills/core/ue-core-types-and-containers .claude/skills/ue-core-types-and-containers
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Core Types And Containers in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Ue Core Types And Containers on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Ue Core Types And Containers is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

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):

Deep-dive references in this skill:

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Ue Core Types And Containers AI skill do?

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, FTransform) with Large World Coordinates (LWC/double precision), and utility types (TOptional, TVariant, TTuple). Use when writing any UE C++ that stores collections, manipulates strings, does 3D math, or when choosing between FString/FName/ FText, between std:: and UE containers, or between FRotator and FQuat for rotation.

Why use Ue Core Types And Containers on TypingMind?

Because you install it once and use it with any model. Ue Core Types And Containers is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Ue Core Types And Containers in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-core-types-and-containers. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Ue Core Types And Containers?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Ue Core Types And Containers?

As many as you like. As long as a model supports skills, you can use Ue Core Types And Containers with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Ue Core Types And Containers AI skill free?

It is published on GitHub by kevinpbuckley. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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