Agent skill · Documentation

unreal-cpp-gameplay

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.

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Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-cpp-gameplay --agent claude-code

Same command for any agent — swap --agent for codex, cursor, copilot.

Facts
Files in the skill folder: 2
SKILL.md size: 6 KB
Bundled scripts: none
Requires: Unreal Engine 5.4+ (docs verified against current UE5); C++17 toolchain
Path: skills/unreal/unreal-cpp-gameplay/SKILL.md
Open the folder on GitHub →
Where it comes from
Stars: 406
Language: Python

Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.

From the SKILL.md

# 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 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

What's inside
Steps it walks through
  1. When to use
  2. Core workflow
  3. Patterns
  4. 1. Minimal Actor class (header + source)
  5. 2. GameMode wiring its default classes
  6. 3. Module dependency in Build.cs
  7. Pitfalls
  8. References
  9. Related skills
Ships with 1 file
  • references/components-and-gc.md
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About this skill
What does the unreal-cpp-gameplay skill do?

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.

How do I install it?

Run `npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-cpp-gameplay --agent claude-code` — it drops the skill into your project so the agent can pick it up. Swap the --agent value for codex, cursor or copilot if you use one of those.

Where does this skill come from?

From gamedev-skills/awesome-gamedev-agent-skills, a repository with 406 stars. We read it straight from the repository tree rather than a submitted listing, so what you see here is what is actually published.

Is a popular skill a good skill?

Not necessarily. Stars measure attention, not adoption — a repository can trend for a week and be abandoned. That is why we show the weekly change from our own snapshots next to the total, instead of a single flattering number.

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