Unreal C++ Gameplay
SkillAI & modelsOnce this skill is added, your AI can write and debug Unreal Engine 5 C++ gameplay code using the correct classes, macros, and project setup. It covers the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components) along with the UCLASS, UPROPERTY, and UFUNCTION reflection macros. It can also handle the module Build.cs, so the code it produces fits a real Unreal project.
Available today. Use it from your connected AI after setup.
No other account needed.
Add the skill, then give your AI a gameplay task, such as writing a Character class or debugging code that is not working. It will respond with properly structured Unreal C++ code you can review and use.
Then ask your AI: use the Unreal C++ Gameplay skill
What your AI can do with it
- Write Unreal Engine 5 C++ gameplay classes with the correct UCLASS, UPROPERTY, and UFUNCTION macros
- Build GameModes, Pawns, Characters, and PlayerControllers using the Gameplay Framework
- Create classes derived from AActor, ACharacter, or AGameModeBase, including Actor components
- Write the module Build.cs so gameplay code is set up correctly in a project
- Debug existing Unreal Engine C++ code and fix class, macro, or setup mistakes
What this skill tells your AI
The instructions your AI receives, as published by gamedev-skills/awesome-gamedev-agent-skills in skills/unreal/unreal-cpp-gameplay/SKILL.md and read by ahel’s review.
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 withUPROPERTY/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/*.cppusingUCLASS, 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 withUFUNCTION(BlueprintCallable, etc.). - Create components in the constructor with
CreateDefaultSubobject<T>(TEXT("Name"))and set theRootComponent. - Know the framework roles:
AGameModeBasesets the rules + default classes;APawn/ACharacteris the controllable body;APlayerControlleris the player's will;UActorComponentis reusable behaviour. - Add module dependencies to
*.Build.cs(e.g.EnhancedInput) or unresolved-symbol link errors follow. - Verify by compiling (Live Coding
Ctrl+Alt+F11for 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.hnot 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*withoutUPROPERTY— the garbage collector doesn't see it and may destroy it out from under you. Track every UObject pointer withUPROPERTY(useTObjectPtrin 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 componentAFoo) breaks UHT; match the prefix to the base type. - Unresolved external symbol at link — the module providing the API isn't in
Build.csPublicDependencyModuleNames. - Not calling
Super::in overriddenBeginPlay/Tick/etc. skips engine setup.
References
- For
UActorComponentcreation/attachment, theUPROPERTYgarbage-collection ownership rules (TObjectPtr,TArray<TObjectPtr<>>,AddToRoot), and a replication primer, readreferences/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.
Signals
- GitHub stars
- 967
- Forks
- 76
- Last commit
- Sep 2026
Advanced
- Catalog kind
- skill
- Gateway key
unreal-cpp-gameplay- Source
- github.com/gamedev-skills/awesome-gamedev-agent-skills