Write Unreal C++ that conforms to Epic's coding standard — type prefixes (U/A/F/E/I/T/S), PascalCase naming, the bBool prefix, enum class style, Allman braces, tab indentation, const correctness, nullptr/override/final usage, TEXT() string literals, include order with generated.h last, IWYU and forward declarations, API export macros (MODULE_API), UPROPERTY/UFUNCTION specifiers with Category, plain T* for UObject members, and engine types over std containers. Use when writing or reviewing any UE C++, naming types or members, structuring headers, or making code consistent with the engine and surrounding project code.