Skip to content
Development
Skill

/unreal-cpp-gameplay

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/

From plugin
awesome-gamedev-agent-skills
45567 skills
Install
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-cpp-gameplay --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/unreal-cpp-gameplay

Context preview

The summary Claude sees to decide when to auto-load 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/

SKILL.md

unreal-cpp-gameplay.SKILL.md
name: unreal-cpp-gameplay
description: >
  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`/`*.cpp` using `UCLASS`, 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();

    // 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.
Read more
Ships withawesome-gamedev-agent-skills

<img src="docs/assets/banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents.

Get the whole plugin
Stats
458
Stars
36
Forks
Active
Maintenance
Python
Language
Apache-2.0
License
1d ago
Last commit
1mo ago
Created

Repo: gamedev-skills/awesome-gamedev-agent-skills