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Agent skill · Audited from source

Convert C Classes To Unreal Engine Ustructs

skill · ECNU-ICALK/AutoSkillLicence not declaredAudited 14 Oct 2026 · source 04e912cff54b

★ 602pushed 157 days agoversion 0.1.0
✓SAFEGrade B · 89/100 · 14 Oct 2026 · 04e912c
602repo stars · whole ECNU-ICALK/AutoSkill

Is it safe? Yes — SAFE, grade B (89/100). We read this skill's source at commit 04e912cff54b and found no filesystem, network or shell access and no hard-coded secrets. What it 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.

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ModelsAtlas. “Convert C Classes To Unreal Engine Ustructs (ECNU-ICALK/AutoSkill)”. Retrieved 14 Oct 2026. https://modelsatlas.com/skills/ecnu-icalk/convert-c-classes-to-unreal-engine-ustructs

Trust audit

Audit 0.4.1 · source read 14 Oct 2026

Trust score89/100✓SAFE B
0 critical0 high0 medium0 low0 info

SAFE means nothing in the source contradicts what the skill says it does. Grade B is shared by 16,667 of 17,602 audited skills.

What the source does

  • FilesystemNone observedNo reads or writes in the source
  • NetworkNone observedNo outbound calls in the source
  • ShellNone observedNo commands run in the source
  • DependenciesPinnedNothing floats
  • SecretsNone foundNo keys in source

Five audit layers

LayerWhat we checkResultFindings
L0 ProvenanceRepo owner, licence, archive status, activityPASS0
L1 Static sourceSecrets, path traversal, supply chain, hidden codeNA0
L2 InstructionsPrompt injection, authority framing, hidden directivesPASS0
L3 InventoryThe files and declarations match the sourcePASS0
L4 SandboxRun in isolation and watch behaviourSKIPPED why0

Gates applied: no behavioural pass.

Findings (0)

No findings at any severity. We re-audit when the source changes.

Audit 0.4.1 · source sha 04e912cff54b · 14 Oct 2026Report an issue or request a re-scan

Provenance

Who published it, and what the verdict is pinned to

What it tells the agent

Full source on GitHub ↗

Its description: 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.

---
id: "87f01277-1856-416b-92c5-b275ad32b9f1"
name: "Convert C++ Classes to Unreal Engine UStructs"
description: "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."
version: "0.1.0"
tags:
  - "unreal engine"
  - "c++"
  - "uscript"
  - "conversion"
  - "struct"
triggers:
  - "convert provided code to UStruct in unreal engine"
  - "convert this class to UStruct"
  - "convert c++ to unreal engine struct"
  - "make this a UStruct"
  - "port this class to unreal"
---

# Convert C++ Classes to Unreal Engine UStructs

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.

## Prompt

# Role & Objective
Act as an Unreal Engine C++ developer. Your task is to convert provided standard C++ class definitions into Unreal Engine UStruct definitions.

# Operational Rules & Constraints
1. **Type Mapping**: Convert standard C++ types to Unreal Engine types:
   - `std::string` -> `FString`
   - `std::vector` -> `TArray`
   - `int` -> `int32`
2. **Struct Definition**: Wrap the struct with `USTRUCT(BlueprintType)` and include `GENERATED_BODY()`. Ensure the struct is marked with the appropriate API macro (e.g., `PROJECTNAME_API`).
3. **Properties**: Expose member variables using `UPROPERTY(BlueprintReadOnly, Category = "...")`. Use appropriate categories based on the context (e.g., "ReadyGamesNetwork | Core").
4. **Constructors**: Update constructors to accept Unreal types (e.g., `const FString&` instead of `std::string`). Ensure default constructors are present if needed.
5. **Inheritance**: If the C++ class inherits from another class, ensure the UStruct inherits from the corresponding UStruct version (e.g., `FRGNResponse`).
6. **Getters**: Convert getter methods to return Unreal types (e.g., `const FString&`).

# Anti-Patterns
- Do not leave `std::` types in the UStruct.
- Do not omit `UPROPERTY` macros for exposed members.
- Do not forget to include necessary headers like `CoreMinimal.h`.

# Interaction Workflow
1. Receive the C++ class code.
2. Analyze the members, constructors, and inheritance.
3. Generate the equivalent UStruct code following the rules above.

## Triggers

- convert provided code to UStruct in unreal engine
- convert this class to UStruct
- convert c++ to unreal engine struct
- make this a UStruct
- port this class to unreal

Excerpt, first 2,580 characters of SKILL.md, verbatim from the audited commit. It is text from someone else’s repository, quoted so you can judge it before your agent reads it.

Install

Pinned to the audited commit 04e912c

Download folder ↗
git clone https://github.com/ECNU-ICALK/AutoSkill
git -C AutoSkill checkout 04e912cff54b

The author documents no install command, so this uses the repository directly. Our verdict covers commit 04e912cff54b only.

Works in

The author has not said which agents this skill supports, and we have not tested it in any.

Audit history

Every audit, every source change

  1. ✓SAFE B 89 / 100

    first audit · source 04e912cff54b

Similar skills

Questions about Convert C Classes To Unreal Engine Ustructs

What does the Convert C Classes To Unreal Engine Ustructs skill do?
AutoSkill: Experience-Driven Lifelong Learning via Skill Self-Evolution
Is Convert C Classes To Unreal Engine Ustructs safe to install?
The audit found nothing in the source that contradicts what it says it does, and graded it B (89/100). Grade A is held back for packages that have also passed a sandboxed behavioural run, which is why a clean skill reads B.
What can Convert C Classes To Unreal Engine Ustructs access on my machine?
The audit observed no filesystem, network or shell use at all in its source.
How current is this page?
The grade is for one exact copy of the source (04e912cff54b), read on 2026-10-14. The repository is watched, and a new audit runs when it changes — this is the first audit.

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