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unreal-cpp-gameplay

unreal-cpp-gameplay

github.com/gamedev-skillsDevelopment5.4k5.9k installsUpdated today
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About unreal-cpp-gameplay

A skill for developers writing Unreal Engine 5.8 gameplay C++. It explains reflection macros, Gameplay Framework class roles, and module dependencies, from class declarations through compile checks.

Key features

  1. 01Follow Unreal class naming prefixes
  2. 02Declare classes and members with reflection macros
  3. 03Expose properties and functions to the editor and Blueprints
  4. 04Create components and configure the root component
  5. 05Set Gameplay Framework default classes
  6. 06Configure Build.cs module dependencies

Use cases

  1. 01Create Actor, Pawn, or component classes
  2. 02Expose C++ properties and functions to Blueprints
  3. 03Set default Pawn and controller in a GameMode
  4. 04Resolve linker errors caused by missing module dependencies

Install

Copy the command and run it in a terminal.

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

After installing, type/unreal-cpp-gameplayin Claude Code to confirm it loaded.

Bundled filesreferences/components-and-gc.md

Details

From the project README

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.

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