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.
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.
Weekly change comes from our own snapshots, not the repository page — it measures attention, not adoption.
# 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
- When to use
- Core workflow
- Patterns
- 1. Minimal Actor class (header + source)
- 2. GameMode wiring its default classes
- 3. Module dependency in Build.cs
- Pitfalls
- References
- Related skills
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.
