> 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.
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unreal-cpp-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+.
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.
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.
A = Actor-derived, U = UObject/component-derived,F = plain struct, E = enum, I = interface. The prefix must match the base class.
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.
UPROPERTY (editor/Blueprint visibility *and* garbage-collectiontracking) and behaviour with UFUNCTION (BlueprintCallable, etc.).
CreateDefaultSubobject<T>(TEXT("Name")) andset the RootComponent.
AGameModeBase sets the rules + default classes; APawn/ACharacter is the controllable body; APlayerController is the player's will;
UActorComponent is reusable behaviour.
*.Build.cs (e.g. EnhancedInput) or unresolved-symbollink errors follow.
Ctrl+Alt+F11 for function bodies; full rebuild forheader/UPROPERTY changes) and checking the class/properties appear in the editor.
// 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(); }
// MyGameMode.cpp — set in the constructor so the engine spawns your classes.
AMyGameMode::AMyGameMode()
{
DefaultPawnClass = AMyCharacter::StaticClass();
PlayerControllerClass = AMyPlayerController::StaticClass();
}
// MyGame.Build.cs
PublicDependencyModuleNames.AddRange(new string[]
{
"Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput"
});
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.
GENERATED_BODY() — UHT (Unreal Header Tool) errors; it must be the firstthing inside the class body.
UObject* without UPROPERTY — the garbage collector doesn't see it and may destroyit out from under you. Track every UObject pointer with UPROPERTY (use TObjectPtr in UE5).
changes to UCLASS/UPROPERTY/headers need a full editor restart + rebuild.
UFoo (or a component AFoo) breaks UHT; match theprefix to the base type.
Build.csPublicDependencyModuleNames.
Super:: in overridden BeginPlay/Tick/etc. skips engine setup.UActorComponent creation/attachment, the UPROPERTY garbage-collection ownership rules(TObjectPtr, TArray<TObjectPtr<>>, AddToRoot), and a replication primer, read
references/components-and-gc.md.
(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.Automatically creates user-facing changelogs from git commits by analyzing commit history, categorizing changes, and transforming technical commits into clear, customer-friendly release notes. Turns hours of manual changelog writing into minutes of automated generation.
Use when the user asks to run Codex CLI (codex exec, codex resume) or references OpenAI Codex for code analysis, refactoring, or automated editing. Uses GPT-5.2 by default for state-of-the-art software engineering.
Implement memory-safe programming with RAII, ownership, smart pointers, and resource management across Rust, C++, and C. Use when writing safe systems code, managing resources, or preventing memory bugs.
Python/HTSlib workflows for genomic files. Use when reading, querying, filtering, or writing SAM/BAM/CRAM, VCF/BCF, FASTA/FASTQ, or tabix data with pysam, including pileup, coverage, indexing, and CRAM references.
Evaluate scientific claims and evidence quality. Use for assessing experimental design validity, identifying biases and confounders, applying evidence grading frameworks (GRADE, Cochrane Risk of Bias), or teaching critical analysis. Best for understanding evidence quality, identifying flaws. For formal peer review writing use peer-review.
Use when a user asks to debug or fix failing GitHub PR checks that run in GitHub Actions; use `gh` to inspect checks and logs, summarize failure context, draft a fix plan, and implement only after explicit approval. Treat external providers (for example Buildkite) as out of scope and report only the details URL.
> Create, build, deploy, and localize declarative agents for M365 Copilot and Teams. USE THIS SKILL for ANY task involving a declarative agent — including localization, scaffolding, editing manifests, adding capabilities, and deploying. Localization requires tokenized manifests and language files that only this skill knows how to produce. "scaffold an agent", "new agent project", "add a capability", "add a plugin", "configure my agent", "deploy my agent", "fix my agent manifest", "edit my agent", "localize my agent", "add localization", "translate my agent", "multi-language agent", "add an API plugin", "add an MCP plugin", "add OAuth to my plugin", "review instructions", "improve instructions", "fix my instructions"
Documentation generation workflow covering API docs, architecture docs, README files, code comments, and technical writing.
Take gamedev-skills/unreal-cpp-gameplay from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
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.