unreal-cpp-gameplay Checked
Installation
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Install the "unreal-cpp-gameplay" skill by following the instructions at https://skill123.me/install/unreal-cpp-gameplay.
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⬇ Download v1.0.0 · 5 KBNot live-tested yet — this skill is rated on static analysis only.
About this skill
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
Unreal C++ Gameplay
Write correct UE5 gameplay C++: the reflection macros that connect C++ to the editor and
Blueprints, the Gameplay Framework class roles, and module dependencies. Targets **UE 5.8**.
Documentation
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
Unreal C++ Gameplay
Write correct UE5 gameplay C++: the reflection macros that connect C++ to the editor and
Blueprints, the Gameplay Framework class roles, and module dependencies. Targets **UE 5.8**.
When to use
- Use when creating C++ gameplay classes (
AActor,APawn,ACharacter,AGameModeBase,
UActorComponent), exposing properties/functions with UPROPERTY/UFUNCTION, setting up a
GameMode's default classes, or adding a module dependency in *.Build.cs.
- Use when the project has a
Source/tree with*.h/*.cppusingUCLASS, and*.Build.cs.
**When *not* to use:** designer-facing visual logic → unreal-blueprints. Player input
binding details → unreal-enhanced-input. AI logic → unreal-behavior-trees. This skill owns
the C++ class/reflection foundation those build on.
Core workflow
1. **Name with the right prefix.** A = Actor-derived, U = UObject/component-derived,
F = plain struct, E = enum, I = interface. The prefix must match the base class.
2. **Declare the class with reflection macros.** UCLASS() above the class, GENERATED_BODY()
as the first line in the body, and #include "ClassName.generated.h" as the **last**
include in the header.
3. **Expose data with UPROPERTY** (editor/Blueprint visibility *and* garbage-collection
tracking) and behaviour with UFUNCTION (BlueprintCallable, etc.).
4. **Create components in the constructor** with CreateDefaultSubobject<T>(TEXT("Name")) and
set the RootComponent.
5. **Know the framework roles:** AGameModeBase sets the rules + default classes; APawn/
ACharacter is the controllable body; APlayerController is the player's will;
UActorComponent is reusable behaviour.
6. **Add module dependencies** to *.Build.cs (e.g. EnhancedInput) or unresolved-symbol
link errors follow.
7. **Verify** by compiling (Live Coding Ctrl+Alt+F11 for function bodies; full rebuild for
header/UPROPERTY changes) and checking the class/properties appear in the editor.
Patterns
### 1. Minimal Actor class (header + source)
// Pickup.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Pickup.generated.h" // MUST be the last include
UCLASS()
class MYGAME_API APickup : public AActor // MYGAME_API = your module's export macro
{
GENERATED_BODY()
public:
APickup();
View full documentation
// EditAnywhere = tweak per-instance & on the CDO; BlueprintReadWrite = BP get/set.
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pickup")
int32 ScoreValue = 10;
// UPROPERTY on a UObject* pointer is what keeps it from being garbage-collected.
UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> Mesh; // UE5: TObjectPtr instead of raw UStaticMeshComponent*
UFUNCTION(BlueprintCallable, Category = "Pickup")
void Collect();
protected:
virtual void BeginPlay() override;
};
// Pickup.cpp
#include "Pickup.h"
#include "Components/StaticMeshComponent.h"
APickup::APickup()
{
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
RootComponent = Mesh; // the mesh is this actor's root
}
void APickup::BeginPlay() { Super::BeginPlay(); } // always call Super
void APickup::Collect() { Destroy(); }
### 2. GameMode wiring its default classes
// MyGameMode.cpp — set in the constructor so the engine spawns your classes.
AMyGameMode::AMyGameMode()
{
DefaultPawnClass = AMyCharacter::StaticClass();
PlayerControllerClass = AMyPlayerController::StaticClass();
}
### 3. Module dependency in Build.cs
// MyGame.Build.cs
PublicDependencyModuleNames.AddRange(new string[]
{
"Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput"
});
## Pitfalls
- **`generated.h` not last / missing** — compile errors like "Cannot find generated header" or
"Expected an include". It must be the final include in the header.
- **Forgetting `GENERATED_BODY()`** — UHT (Unreal Header Tool) errors; it must be the first
thing inside the class body.
- **Raw `UObject*` without `UPROPERTY`** — the garbage collector doesn't see it and may destroy
it out from under you. Track every UObject pointer with `UPROPERTY` (use `TObjectPtr` in UE5).
- **Header/UPROPERTY edits with Live Coding** — Live Coding handles function bodies, but
changes to `UCLASS`/`UPROPERTY`/headers need a full editor restart + rebuild.
- **Wrong class prefix** — naming an Actor `UFoo` (or a component `AFoo`) breaks UHT; match the
prefix to the base type.
- **Unresolved external symbol at link** — the module providing the API isn't in `Build.cs`
`PublicDependencyModuleNames`.
- **Not calling `Super::`** in overridden `BeginPlay`/`Tick`/etc. skips engine setup.
## References
- For `UActorComponent` creation/attachment, the `UPROPERTY` garbage-collection ownership rules
(`TObjectPtr`, `TArray<TObjectPtr<>>`, `AddToRoot`), and a replication primer, read
`references/components-and-gc.md`.
- Primary docs: "Unreal Engine CPP Quick Start" and "Gameplay Framework"
(`https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-framework-in-unreal-engine`).
## Related skills
- `unreal-blueprints` — exposing C++ to designers; BP/C++ interop.
- `unreal-enhanced-input` — binding input in a C++ Pawn/Character.
- `unreal-behavior-trees` — C++ AI tasks driven from a behaviour tree.
Score breakdown
Assessment methodology
Version history
Imported from gamedev-skills/awesome-gamedev-agent-skills@main
