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`project.yaml` at the repo root is now the single source of truth for a project's configuration, replacing `production/stage.txt`, `production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all three still read as a fallback; nothing is force-deleted). **`modes.rigor` — one question instead of six.** `minimal`, `standard` or `full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`, `modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to `minimal`, which is a change from 1.0's behaviour: the heavier tier was measured costing several times more to reach working code without producing a better result, and returning nothing when a fresh developer inherited the project. Pin `modes.rigor: standard` to keep 1.0's process level. Also in this release: - `/settings` to view or change any setting, and `project.local.yaml` for per-developer preferences that should not be committed. - `system_overrides` to hold one system to a higher standard than the rest of the project, and `testing.strict` to set per test type whether missing evidence blocks a story or warns. - A story that changes anything the player sees is not closed until the game has been launched, observed, and a screenshot retained in `production/qa/evidence/`. A parse check is not a run. This holds at every rigor level, including `minimal`, where automated tests are waived but the look is not. - The code root is engine-specific and enforced as such: Godot `src/`, Unity `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a project laid out any other way. - Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh` converts a 1.0 layout, non-destructively by default, with a report to review before `--finalize` deletes anything. - Ask-before-write holds regardless of personal automation settings. Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes: CHANGELOG.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
353 lines
9.1 KiB
Markdown
353 lines
9.1 KiB
Markdown
# Unreal Engine 5.7 — Current Best Practices
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**Last verified:** 2026-02-13
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Modern UE5 patterns that may not be in the LLM's training data.
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These are production-ready recommendations as of UE 5.7.
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---
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## Project Setup
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### Use UE 5.7 for New Projects
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- Latest features: Megalights, production-ready Substrate and PCG
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- Better performance and stability
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### Choose the Right Rendering Features
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- **Lumen**: Real-time global illumination (RECOMMENDED for most projects)
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- **Nanite**: Virtualized geometry for high-poly meshes (RECOMMENDED for detailed environments)
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- **Megalights**: Millions of dynamic lights (RECOMMENDED for complex lighting)
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- **Substrate**: Modular material system (RECOMMENDED for new projects)
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---
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## C++ Coding
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### Use Modern C++ Features (C++20 in UE5.7)
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```cpp
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// ✅ Use TObjectPtr<T> (UE5 type-safe pointers)
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UPROPERTY()
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TObjectPtr<UStaticMeshComponent> MeshComp;
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// ✅ Structured bindings
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if (auto [bSuccess, Value] = TryGetValue(); bSuccess) {
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// Use Value
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}
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// ✅ Concepts and constraints (C++20)
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template<typename T>
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concept Damageable = requires(T t, float damage) {
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{ t.TakeDamage(damage) } -> std::same_as<void>;
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};
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```
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### Use UPROPERTY() for Garbage Collection
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```cpp
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// ✅ UPROPERTY ensures GC doesn't delete this
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UPROPERTY()
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TObjectPtr<AActor> MyActor;
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// ❌ Raw pointers can become dangling
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AActor* MyActor; // Dangerous! May be garbage collected
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```
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### Use UFUNCTION() for Blueprint Exposure
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```cpp
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// ✅ Callable from Blueprint
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UFUNCTION(BlueprintCallable, Category="Combat")
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void TakeDamage(float Damage);
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// ✅ Implementable in Blueprint
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UFUNCTION(BlueprintImplementableEvent, Category="Combat")
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void OnDeath();
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```
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---
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## Blueprint Best Practices
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### Use Blueprint vs C++
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- **C++**: Core gameplay systems, performance-critical code, low-level engine interaction
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- **Blueprint**: Rapid prototyping, content creation, data-driven logic, designer workflows
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### Blueprint Performance Tips
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```cpp
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// ✅ Use Event Tick sparingly (expensive)
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// Prefer timers or events
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// ✅ Use Blueprint Nativization (Blueprints → C++)
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// Project Settings > Packaging > Blueprint Nativization
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// ✅ Cache frequently accessed components
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// Don't call GetComponent every tick
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```
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---
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## Rendering (UE 5.7)
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### Use Lumen for Global Illumination
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```cpp
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// Enable: Project Settings > Engine > Rendering > Dynamic Global Illumination Method = Lumen
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// Real-time GI, no lightmap baking needed (RECOMMENDED)
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```
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### Use Nanite for High-Poly Meshes
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```cpp
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// Enable on Static Mesh: Details > Nanite Settings > Enable Nanite Support
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// Automatically LODs millions of triangles (RECOMMENDED for detailed meshes)
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```
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### Use Megalights for Complex Lighting (UE 5.5+)
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```cpp
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// Enable: Project Settings > Engine > Rendering > Megalights = Enabled
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// Supports millions of dynamic lights with minimal cost
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```
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### Use Substrate Materials (Production-Ready in 5.7)
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```cpp
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// Enable: Project Settings > Engine > Substrate > Enable Substrate
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// Modular, physically accurate materials (RECOMMENDED for new projects)
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```
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---
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## Enhanced Input System
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### Setup Enhanced Input
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```cpp
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// 1. Create Input Action (IA_Jump)
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// 2. Create Input Mapping Context (IMC_Default)
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// 3. Add mapping: IA_Jump → Space Bar
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// C++ Setup:
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#include "EnhancedInputComponent.h"
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#include "EnhancedInputSubsystems.h"
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void AMyCharacter::BeginPlay() {
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Super::BeginPlay();
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if (APlayerController* PC = Cast<APlayerController>(GetController())) {
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if (UEnhancedInputLocalPlayerSubsystem* Subsystem =
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ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PC->GetLocalPlayer())) {
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Subsystem->AddMappingContext(DefaultMappingContext, 0);
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}
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}
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}
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void AMyCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) {
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UEnhancedInputComponent* EIC = Cast<UEnhancedInputComponent>(PlayerInputComponent);
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EIC->BindAction(JumpAction, ETriggerEvent::Started, this, &ACharacter::Jump);
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EIC->BindAction(MoveAction, ETriggerEvent::Triggered, this, &AMyCharacter::Move);
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}
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void AMyCharacter::Move(const FInputActionValue& Value) {
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FVector2D MoveVector = Value.Get<FVector2D>();
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AddMovementInput(GetActorForwardVector(), MoveVector.Y);
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AddMovementInput(GetActorRightVector(), MoveVector.X);
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}
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```
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---
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## Gameplay Ability System (GAS)
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### Use GAS for Complex Gameplay
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```cpp
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// ✅ Use GAS for: Abilities, buffs, damage calculation, cooldowns
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// Modular, scalable, multiplayer-ready
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// Install: Enable "Gameplay Abilities" plugin
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// Example Ability:
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UCLASS()
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class UGA_Fireball : public UGameplayAbility {
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GENERATED_BODY()
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public:
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virtual void ActivateAbility(...) override {
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// Ability logic
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SpawnFireball();
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CommitAbility(); // Commit cost/cooldown
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}
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};
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```
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---
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## World Partition (Large Worlds)
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### Use World Partition for Open Worlds
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```cpp
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// Enable: World Settings > Enable World Partition
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// Automatically streams world cells based on player location
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// Data Layers: Organize content (e.g., "Gameplay", "Audio", "Lighting")
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// Runtime Data Layers: Load/unload at runtime
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```
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---
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## Niagara (VFX)
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### Use Niagara (Not Cascade)
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```cpp
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// Create: Content Browser > Right Click > FX > Niagara System
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// GPU-accelerated, node-based particle system (RECOMMENDED)
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// Spawn particles:
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UNiagaraComponent* NiagaraComp = UNiagaraFunctionLibrary::SpawnSystemAtLocation(
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GetWorld(),
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ExplosionSystem,
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GetActorLocation()
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);
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```
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---
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## MetaSounds (Audio)
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### Use MetaSounds for Procedural Audio
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```cpp
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// Create: Content Browser > Right Click > Sounds > MetaSound Source
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// Node-based audio, replaces Sound Cue for complex logic (RECOMMENDED)
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// Play MetaSound:
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UAudioComponent* AudioComp = UGameplayStatics::SpawnSound2D(
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GetWorld(),
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MetaSoundSource
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);
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```
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---
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## Replication (Multiplayer)
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### Server-Authoritative Pattern
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```cpp
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// ✅ Client sends input, server validates and replicates
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UFUNCTION(Server, Reliable)
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void Server_Move(FVector Direction);
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void AMyCharacter::Server_Move_Implementation(FVector Direction) {
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// Server validates and applies movement
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AddMovementInput(Direction);
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}
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// ✅ Replicate important state
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UPROPERTY(Replicated)
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int32 Health;
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void AMyCharacter::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const {
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Super::GetLifetimeReplicatedProps(OutLifetimeProps);
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DOREPLIFETIME(AMyCharacter, Health);
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}
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```
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---
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## Performance Optimization
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### Use Object Pooling
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```cpp
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// ✅ Reuse objects instead of Spawn/Destroy
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//
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// ⚠ INCONSISTENT WITH THIS FILE'S OWN RULE (flagged 2026-08-10).
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// The GC section above states that an unmarked raw UObject pointer is
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// "Dangerous! May be garbage collected" and requires UPROPERTY() +
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// TObjectPtr<T>. This pooling example then holds raw AActor* in a bare TArray,
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// which is exactly the shape that section forbids. FOLLOW THE RULE, NOT THIS
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// SNIPPET: declare the pool UPROPERTY() TArray<TObjectPtr<AActor>>.
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//
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// Left visible rather than silently rewritten: the corrected form has not been
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// verified against Epic's docs for 5.7, and this directory is the offline
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// substitute for them -- editing a code sample here from memory is the failure
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// mode the whole reference exists to prevent. Re-verify, then fix both together.
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TArray<AActor*> ProjectilePool;
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AActor* GetPooledProjectile() {
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for (AActor* Proj : ProjectilePool) {
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if (!Proj->IsActive()) {
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Proj->SetActive(true);
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return Proj;
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}
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}
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// Pool exhausted, spawn new
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return SpawnNewProjectile();
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}
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```
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### Use Instanced Static Meshes
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```cpp
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// ✅ Hierarchical Instanced Static Mesh Component (HISM)
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// Render thousands of identical meshes in one draw call
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UHierarchicalInstancedStaticMeshComponent* HISM = CreateDefaultSubobject<UHierarchicalInstancedStaticMeshComponent>(TEXT("Trees"));
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for (int i = 0; i < 1000; i++) {
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HISM->AddInstance(FTransform(RandomLocation));
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}
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```
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---
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## Debugging
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### Use Logging
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```cpp
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// ✅ Structured logging
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UE_LOG(LogTemp, Warning, TEXT("Player health: %d"), Health);
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// Custom log category
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DECLARE_LOG_CATEGORY_EXTERN(LogMyGame, Log, All);
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DEFINE_LOG_CATEGORY(LogMyGame);
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UE_LOG(LogMyGame, Error, TEXT("Critical error!"));
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```
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### Use Visual Logger
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```cpp
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// ✅ Visual debugging
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#include "VisualLogger/VisualLogger.h"
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UE_VLOG_SEGMENT(this, LogTemp, Log, StartPos, EndPos, FColor::Red, TEXT("Raycast"));
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UE_VLOG_LOCATION(this, LogTemp, Log, TargetLocation, 50.f, FColor::Green, TEXT("Target"));
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```
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---
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## Summary: UE 5.7 Recommended Stack
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| Feature | Use This (2026) | Notes |
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|---------|------------------|-------|
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| **Lighting** | Lumen + Megalights | Real-time GI, millions of lights |
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| **Geometry** | Nanite | High-poly meshes, automatic LOD |
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| **Materials** | Substrate | Modular, physically accurate |
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| **Input** | Enhanced Input | Rebindable, modular |
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| **VFX** | Niagara | GPU-accelerated |
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| **Audio** | MetaSounds | Procedural audio |
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| **World Streaming** | World Partition | Large open worlds |
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| **Gameplay** | Gameplay Ability System | Complex abilities, buffs |
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---
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**Sources:**
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- https://docs.unrealengine.com/5.7/en-US/
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- https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5-7-release-notes
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