Ue Code Authoring
JetBrains/rider-skills/skills/ue-code-authoringcodingOfficial
Official Provider SkillView repo
Use when writing or modifying Unreal Engine C++ — classes, actors, components, subsystems, interfaces, ability-system (GAS) code, module dependencies, reflected UPROPERTY/UFUNCTION API, native gameplay tags, and testable gameplay behavior — in a project open in JetBrains Rider. Source changes go through Read/Grep/Glob/Edit/Write; Rider supplies symbol search, code analysis, formatting, and builds through its MCP execute_tool. Do not use for Blueprint-only tasks or editor automation with no C++ a
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Skill details
Versionv1.0.0
AuthorJetBrains
Categorycoding
Skill IDJetBrains/rider-skills/skills/ue-code-authoring
Files4 files
Related skills
Debugging CodeUse for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C#, F#, VB, C++, Unity, Unreal Engine, and other GameDev or mixed-language projects. Trigger when runtime state or control-flow evidence is needed — actual values, branch taken, call order, thread context, whether execution reaches a chosen line — and cannot be derived confidently from source or logs; when pinning the relevant path would otherwise mean reading many files or tracing a deeFinding TestsLocates existing tests for a given C# class and method using the test coverage data supplied by IDE. Triggers ONLY for C# production code (`.cs` files in a Rider .NET solution) when generating new tests, adding test coverage, finding existing tests, or when the user mentions uncovered lines, test files, or test suites. Must be used before writing or editing C# test code when finding already existing tests is necessary. Do NOT invoke for non-C# languages — the underlying tool only understands C# Navigating CodeUse when you must know where a symbol is used or implemented in a solution open in Rider — .NET/C#, F#, VB, C++, Unity, Unreal Engine, XAML, Razor, or mixed-language projects. Trigger before changing a method, property, field, type or interface, when you trace callers, when you look for the classes that implement an interface or the overrides of a virtual member, and whenever you would otherwise grep for an identifier. Do not use for plain text (strings, comments, config keys, log messages) or tRefactoring CodeUse when semantic refactoring is needed in Rider-supported solutions and projects, including .NET/C#, F#, VB, C++, Unity, Unreal Engine, XAML, Razor, and other GameDev or mixed-language projects. Trigger when edits must update declarations and usages across IDE-resolved references — rename symbols, move types or namespaces, safe-delete unused code, extract interface/base class/method, change signatures, or reorganize namespaces. Do not use for file-only moves, config keys, strings, comments, proUe Live DebuggingUse when debugging UE C++ crashes, runtime bugs, or unexpected behavior with Rider MCP available. Value over bash/grep: analyze_calls traces C++ call hierarchies (ReSharper backend); get_file_problems surfaces IDE-detected issues; get_symbol_info confirms API contracts; xdebug_set_breakpoints sets live breakpoints; ue_execute_python queries live PIE state. DO NOT TRIGGER for: pure build errors with no runtime component, net-new feature work, Blueprint-only work. When Rider MCP is unavailable, ruUe Test AuthoringUse when writing or modifying Unreal Engine automated tests — Automation (IMPLEMENT_SIMPLE_AUTOMATION_TEST, DEFINE_SPEC), CQTest, Functional, Gauntlet, LowLevel/Catch2 — along with test modules and the Build.cs dependencies they need, in a project open in JetBrains Rider. Test source goes through Read/Grep/Glob/Edit/Write; Rider supplies symbol lookup for the API under test, registration and include diagnostics, formatting, and builds through its MCP tools. Do not use for Blueprint-only testing,