| 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.
|
| license | Apache-2.0 |
| compatibility | Unreal Engine 5.4+ (docs verified against current UE5); C++17 toolchain |
| metadata | {"engine":"unreal","category":"unreal","difficulty":"advanced"} |
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
- 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 with UFUNCTION (BlueprintCallable, etc.).
- Create components in the constructor with
CreateDefaultSubobject<T>(TEXT("Name")) and
set the RootComponent.
- 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.
- Add module dependencies to
*.Build.cs (e.g. EnhancedInput) or unresolved-symbol
link errors follow.
- Verify by compiling (Live Coding
Ctrl+Alt+F11 for function bodies; full rebuild for
header/UPROPERTY changes) and checking the class/properties appear in the editor.
Patterns
1. Minimal Actor class (header + source)
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Pickup.generated.h"
UCLASS()
class MYGAME_API APickup : public AActor
{
GENERATED_BODY()
public:
APickup();
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pickup")
int32 ScoreValue = 10;
UPROPERTY(VisibleAnywhere)
TObjectPtr<UStaticMeshComponent> Mesh;
UFUNCTION(BlueprintCallable, Category = "Pickup")
void Collect();
protected:
virtual void BeginPlay() override;
};
#include "Pickup.h"
#include "Components/StaticMeshComponent.h"
APickup::APickup()
{
Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
RootComponent = Mesh;
}
void APickup::BeginPlay() { Super::BeginPlay(); }
void APickup::Collect() { Destroy(); }
2. GameMode wiring its default classes
AMyGameMode::AMyGameMode()
{
DefaultPawnClass = AMyCharacter::StaticClass();
PlayerControllerClass = AMyPlayerController::StaticClass();
}
3. Module dependency in 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 — 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 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<>>, AddToRoot), 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.