mcpbeat

Unreal Cpp Gameplay

gamedev-skills/unreal-cpp-gameplay

> 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.

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on the repository, not the skill itself

Install

one command, takes just this skill from the repository
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unreal-cpp-gameplay

The instruction itself

10 sections, as written by the author

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 5.4+.

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

  • 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.

  • 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.

  • Expose data with UPROPERTY (editor/Blueprint visibility *and* garbage-collection

tracking) and behaviour with UFUNCTION (BlueprintCallable, etc.).

  • Create components in the constructor with CreateDefaultSubobject<T>(TEXT("Name")) and

set the RootComponent.

  • 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.

  • Add module dependencies to *.Build.cs (e.g. EnhancedInput) or unresolved-symbol

link errors follow.

  • 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).

  • 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.

How to use it

Copy the folder

Take gamedev-skills/unreal-cpp-gameplay from the repository into ~/.claude/skills for personal use, or into .claude/skills inside a project.

Check the name does not clash

The agent identifies a skill by the name field in its header. Two skills with the same name cannot sit side by side — one of them will be ignored.