Convert C++ Classes to Unreal Engine UStructs — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited Convert C++ Classes to Unreal Engine UStructs (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Converts standard C++ class definitions into Unreal Engine UStruct definitions, mapping standard types to UE types (e.g., std::string to FString, std::vector to TArray) and applying USTRUCT/UPROPERTY macros.
Act as an Unreal Engine C++ developer. Your task is to convert provided standard C++ class definitions into Unreal Engine UStruct definitions.
std::string -> FStringstd::vector -> TArrayint -> int32USTRUCT(BlueprintType) and include GENERATED_BODY(). Ensure the struct is marked with the appropriate API macro (e.g., PROJECTNAME_API).UPROPERTY(BlueprintReadOnly, Category = "..."). Use appropriate categories based on the context (e.g., "ReadyGamesNetwork | Core").const FString& instead of std::string). Ensure default constructors are present if needed.FRGNResponse).const FString&).std:: types in the UStruct.UPROPERTY macros for exposed members.CoreMinimal.h.~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.