gamedev-skills/awesome-gamedev-agent-skillsPrüfung bestanden
SKILL DETAIL
unreal-cpp-gameplay
gamedev-skills/awesome-gamedev-agent-skills/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.
Installationen · 243Quelle ansehen
Installation
npx skills add https://github.com/gamedev-skills/awesome-gamedev-agent-skills --skill unreal-cpp-gameplay
Skill-Dateien
SKILL.md
Zuletzt synchronisiert · 25.10.2026
references/components-and-gc.md›
# Components, garbage collection & replication primer (UE 5.8 C++)
Depth for `unreal-cpp-gameplay`. Verified against the Gameplay Framework docs and the UE5
C++ programming references. Covers component creation/attachment, the UPROPERTY/GC ownership
rules that trip up newcomers, and a minimal replication example.
## Creating and attaching components
Default subobjects are created in the constructor; runtime components use `NewObject` +
`RegisterComponent`.
```cpp
// In the constructor — built into the Class Default Object, editable in the Blueprint subclass.
ACharacterBase::ACharacterBase()
{
SpringArm = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArm"));
SpringArm->SetupAttachment(RootComponent); // attach to an existing component
SpringArm->TargetArmLength = 300.f;
Camera = CreateDefaultSubobject<UCameraComponent>(TEXT("Camera"));
Camera->SetupAttachment(SpringArm); // socket chain: root -> arm -> camera
}
```
```cpp
// At runtime (e.g. add a component after spawn):
UAudioComponent* Audio = NewObject<UAudioComponent>(this);
Audio->RegisterComponent(); // required, or it won't tick/render
Audio->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
```
- `CreateDefaultSubobject` is **only** valid in a constructor; using it later asserts.
- `SetupAttachment` is for constructor-time hierarchy; `AttachToComponent` is the runtime call.
## Garbage collection ownership (the #1 newcomer crash)
The UE garbage collector only keeps `UObject`s alive if it can reach them through a reflected
reference. A raw `UObject*` member that isn't a `UPROPERTY` is invisible to the GC and can be
collected, leaving a dangling pointer.
```cpp
UPROPERTY() // GC sees it -> stays alive while this owner lives
TObjectPtr<UMyDataObject> Data;
UPROPERTY()
TArray<TObjectPtr<AActor>> Tracked; // containers of UObjects also need UPROPERTY
UMyDataObject* Raw; // BUG: not tracked; may be GC'd -> crash
```
Rules:
- Every `UObject`/Actor pointer that must persist gets a `UPROPERTY` (use `TObjectPtr<T>` in
UE5; raw pointers still compile but `TObjectPtr` adds access tracking in the editor).
- Plain C++ data (ints, FStrings, FVectors, USTRUCTs of POD) doesn't need this — it's owned by
value.
- For a UObject you create that has no UPROPERTY owner (rare), `AddToRoot()` pins it and
`RemoveFromRoot()` releases it — but prefer proper ownership.
- A plain C++ class (not a UObject) can't use `UPROPERTY`. Hold UObjects there with
`TStrongObjectPtr<T>`, or derive from `FGCObject` and report them in `AddReferencedObjects`
(it also requires `GetReferencerName`).
- For references that must *not* keep the target alive (a cached target actor, a listener),
use `TWeakObjectPtr<T>` and check `IsValid()`/`Get()` before each use.
## USTRUCT and UENUM for reflected data
```cpp
UENUM(BlueprintType)
enum class EWeaponType : uint8 { Pistol, Rifle, Shotgun };
USTRUCT(BlueprintType)
struct FWeaponStats
{
GENERATED_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite) int32 Damage = 10;
UPROPERTY(EditAnywhere, BlueprintReadWrite) float FireRate = 0.25f;
};
```
`BlueprintType` makes the enum/struct usable as Blueprint variables.
## Minimal replication (multiplayer)
```cpp
// Header
UPROPERTY(ReplicatedUsing = OnRep_Health)
float Health = 100.f;
UFUNCTION()
void OnRep_Health(); // client callback when Health replicates
// Source
#include "Net/UnrealNetwork.h"
void AMyActor::GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& Out) const
{
Super::GetLifetimeReplicatedProps(Out);
DOREPLIFETIME(AMyActor, Health); // register the property for replication
}
```
- Set `bReplicates = true;` in the constructor for the actor to replicate at all.
- Server authority: gameplay changes happen on the server; clients receive replicated state and
react in `OnRep_` callbacks.
## Gotchas
- `NewObject` without `RegisterComponent` gives a component that exists but never ticks or
renders.
- Forgetting `#include "Net/UnrealNetwork.h"` breaks `DOREPLIFETIME`.
- `TObjectPtr` implicitly converts to the raw pointer for calls, so existing `->`/`.` usage is
unchanged; the difference is GC visibility and editor tooling, not syntax at call sites.
SKILL.md›
---
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.