Skip to content
Back to skills

Unreal Cpp Gameplay

ASecurity

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.

  • 1,221 stars
  • 0 votes
  • 0 copies
  • 4 views
  • Added September 29, 2026
ai-agentsgoc++debuggingapidocumentation

Works with

  • api

Security analysis

A100/100

Pro scans all 2 files and shows the line behind each finding

Scanned September 29, 2026

npx -y skills add AbhishekBarali/awesome-gamedev-agent-skills --skill unreal-cpp-gameplay --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Unreal Cpp Gameplay?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Unreal Cpp Gameplay
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/abhishekbarali-unreal-cpp-gameplay/badge)](https://www.skillsdirectory.com/skills/abhishekbarali-unreal-cpp-gameplay)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
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)

```cpp
// 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;
};
```

```cpp
// 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

```cpp
// 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

```csharp
// 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.

Files in this skill

  • SKILL.md5.8 KB
  • references/components-and-gc.md3.9 KB

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.