MCPInstall

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/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATEDBODY, GameMode, ACharacter, or .Build.cs.

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5.6K
Last 24h
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Trending rank
#962
Security
Pass

Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unreal-cpp-gameplay
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads unreal-cpp-gameplay automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

Security audits

Independent scans of the skill's instructions and bundled files.

Gen Agent Trust Hub PassSAFE ·The skill provides standard documentation and code patterns for Unreal Engine 5.8 C++ development. No security issues were detected.
Socket PassNo alerts
Snyk PassLOW ·Risk: LOW · No issues

SKILL.md

The instructions your agent reads when the skill is triggered.

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 from the editor, or a full build from the IDE with the editor closed) and checking the class/properties appear in the editor. For automation tests, run headless with UnrealEditor-Cmd <Project>.uproject -ExecCmds="Automation RunTest MyGame;Quit" (RunTest takes a test name, a dotted prefix, or Group:<name>).

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 — function-body edits are reliable. Structural changes (new functions, new UPROPERTYs) rely on Object Reinstancing, which is on by default but less stable; code that caches pointers to reinstanced objects must refresh them. If the editor or Blueprints misbehave after such a change, close the editor and build from the IDE.
  • 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<>>, TWeakObjectPtr, holding UObjects from plain C++ classes), 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.

FAQ

What does the unreal-cpp-gameplay skill do?

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, GENERATEDBODY, GameMode, ACharacter, or .Build.cs.

How do I install unreal-cpp-gameplay?

Run npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unreal-cpp-gameplay in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/unreal-cpp-gameplay/ (personal) or .claude/skills/unreal-cpp-gameplay/ (project).

Which AI agents can use unreal-cpp-gameplay?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is unreal-cpp-gameplay safe to install?

Security partners have reviewed it: Gen Agent Trust Hub passed; Socket passed; Snyk passed. As with any skill, read the SKILL.md and bundled scripts before installing.

Who maintains unreal-cpp-gameplay?

It is published by gamedev-skills in gamedev-skills/awesome-gamedev-agent-skills. It has 5,564 recorded installs.

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