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Unreal Directive

Unreal Engine reference tools, articles, and editor tips.

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For agents: Unreal Engine reference tools, articles and editor tips covering Enhanced Input, Custom Primitive Data, UE 5.8 console variables and project standards.

unreal engineenhanced inputcustom primitive dataue 5.8editor tips

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llms.txt
https://unrealdirective.com/llms.txt
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2021-08-18
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Developer tools · Gaming · Documentation and reference
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2026-10-23T21:53:30.844Z
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Their llms.txt

The beginning of the file, from our validated copy saved 2026-10-23T21:53:30.850Z. Cached copy · Source on unrealdirective.com

# Unreal Directive

> Unreal Engine reference tools, articles, and editor tips.

Unreal Directive is a public reference site for Unreal Engine developers. It contains searchable datasets and authored guides for C++, Blueprints, editor commands, project structure, and gameplay systems.

## Website: https://unrealdirective.com

## Reference Tools

- [Project Standards](https://unrealdirective.com/resources/project-standards/): Asset naming conventions, folder structure, C++ coding standards, module organization
- [C++ Reference](https://unrealdirective.com/resources/cpp-reference/): Specifiers, replication, Blueprint-to-C++, pointers, collision, and the Gameplay Ability System
- [C++ Coding Standards](https://unrealdirective.com/resources/project-standards/cpp-standards/): 16 Unreal Engine C++ rules, each on its own page with worked code, the reasoning, and the tradeoff
  - [Guard clauses and assertions](https://unrealdirective.com/resources/project-standards/cpp-standards/guard-clauses/): Validate first and return early. Assert only for states correct code cannot reach.
  - [Classes and lifecycle](https://unrealdirective.com/resources/project-standards/cpp-standards/classes/): Put the public API first, keep state private, and set up in the right lifecycle hook.
  - [Naming](https://unrealdirective.com/resources/project-standards/cpp-standards/naming/): Follow Unreal's prefixes and PascalCase. Put units and boolean meaning in the name.
  - [Functions and results](https://unrealdirective.com/resources/project-standards/cpp-standards/functions/): Make the signature show what's required, what's optional, and who owns the result.
  - [Const correctness and moves](https://unrealdirective.com/resources/project-standards/cpp-standards/const-correctness/): Carry const through the whole read path. Move values the function takes ownership of.
  - [Reflection and Blueprint boundaries](https://unrealdirective.com/resources/project-standards/cpp-standards/reflection/): Expose the smallest surface the editor and Blueprint need.
  - [Ownership and loading](https://unrealdirective.com/resources/project-standards/cpp-standards/ownership/): Pick the pointer that says whether it retains, observes, or defers loading.
  - [Headers, IWYU, and modules](https://unrealdirective.com/resources/project-standards/cpp-standards/headers/): Include what you use, keep headers self-contained, and keep private dependencies private.
  - [Control flow](https://unrealdirective.com/resources/project-standards/cpp-standards/control-flow/): Brace every branch, handle every enum value, and keep conditions near their values.
  - [Modern C++ and containers](https://unrealdirective.com/resources/project-standards/cpp-standards/modern-cpp/): Use modern C++ where it reads better. Keep Unreal containers in engine-facing code.
  - [Delegates, timers, and deferred work](https://unrealdirective.com/resources/project-standards/cpp-standards/deferred-work/): Bind deferred callbacks with something tha
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