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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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-cpp-gameplayInstalls from the source repository, including any supporting files.
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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.
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-collection
tracking) and behaviour with UFUNCTION (BlueprintCallable, etc.).CreateDefaultSubobject<T>(TEXT("Name")) and
set 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-symbol
link errors follow.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>).// 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 first
thing inside the class body.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).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.UFoo (or a component AFoo) breaks UHT; match the
prefix to the base type.Build.cs
PublicDependencyModuleNames.Super:: in overridden BeginPlay/Tick/etc. skips engine setup.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.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.---
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` 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)
```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** — function-body edits are reliable. Structural
changes (new functions, new `UPROPERTY`s) 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.