| name | module-and-build-system |
| description | Structure Unreal C++ into modules and configure the build with *.Build.cs |
Modules & the build system
Every Unreal C++ feature lives in a module: a directory that compiles into its own DLL
(modular builds) or static lib (monolithic builds). UnrealBuildTool (UBT) reads C#-style
*.Build.cs files (one per module) and *.Target.cs files (one per build target) to decide
what to compile and link. Most "won't compile / won't link" problems are really "wrong module
dependency" problems.
Note: UE modules are independent of C++20 language modules.
When to use this skill
- Adding a new module to a project or plugin, or splitting a growing module into smaller units.
- Link/include errors: unresolved external (
*_API symbol), "cannot open include file",
"module X not found at startup".
- Adding a dependency (e.g. you used
UEnhancedInputComponent and need EnhancedInput).
- Choosing
PublicDependencyModuleNames vs PrivateDependencyModuleNames, or the loading
phase and host type.
- Understanding how UBT discovers modules and when to regenerate project files.
Mental model
- A module = a folder under
Source/<Module>/ with <Module>.Build.cs plus Public/
(headers other modules may include) and Private/ (implementation + internal headers).
- The
<MODULE>_API macro (e.g. MYGAME_API) expands to __declspec(dllexport/dllimport)
in modular builds and to nothing in monolithic builds. Missing it on a class another module
uses → unresolved external symbol.
- To use another module's API you must (1)
#include its public header and (2) list that
module in your Build.cs dependencies. Both are required.
- Targets (
*.Target.cs) describe an executable: which modules it boots with and whether
the build links them as a monolith or as separate DLLs.
- UBT ignores the IDE solution when building — it reads only
Build.cs/Target.cs files.
Regenerate project files any time you add, move, or rename source files.
Module layout
Source/MyGame/
├── MyGame.Build.cs
├── Public/ # headers exposed to other modules
│ └── MyActor.h
└── Private/ # .cpp files + internal-only headers
├── MyActor.cpp
└── MyGameModule.cpp # IMPLEMENT_PRIMARY_GAME_MODULE lives here
#include paths resolve from the Public/Private root, not the disk path:
a header at Public/Weapons/Gun.h is included as #include "Weapons/Gun.h".
Files outside these canonical folders are treated as private automatically.
*.Build.cs — ModuleRules
Each module has exactly one <Name>.Build.cs in its root. UBT compiles it at build time.
using UnrealBuildTool;
public class MyGame : ModuleRules
{
public MyGame(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[]
{
"Core", "CoreUObject", "Engine", "InputCore"
});
PrivateDependencyModuleNames.AddRange(new string[]
{
"EnhancedInput", "UMG", "Slate", "SlateCore"
});
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.Add("UnrealEd");
}
}
}
Key rules:
- If a dependency's types appear in your public headers, it must be a public dependency.
If only in
.cpp/private headers, prefer private.
- The module name is the folder name containing the
Build.cs (or the engine module's name).
- Find which engine module owns a class by locating its header; see
navigating-engine-source.
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs enables IWYU-safe precompiled headers.
Each .cpp must include its matching .h first, and no monolithic headers (Engine.h).
See references/build-cs-reference.md for the full property
list, advanced options, and third-party library integration.
*.Target.cs — TargetRules
A project normally has two: <Project>.Target.cs (Game) and <Project>Editor.Target.cs
(Editor).
using UnrealBuildTool;
public class MyGameTarget : TargetRules
{
public MyGameTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
DefaultBuildSettings = BuildSettingsVersion.V5;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
ExtraModuleNames.Add("MyGame");
}
}
TargetType values: Game (cooked monolithic), Editor (modular with editor DLLs),
Server, Client, Program. Editor targets link modularly; Game/Server/Client link
monolithically on most platforms.
See references/target-cs-reference.md for all
TargetRules fields, link types, and build settings.
Registering the module in C++
Every module needs exactly one registration macro in a single .cpp:
#include "Modules/ModuleManager.h"
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, MyGame, "MyGame");
FDefaultModuleImpl — empty IModuleInterface; does nothing at startup/shutdown.
(ModuleManager.h:871)
FDefaultGameModuleImpl : FDefaultModuleImpl — overrides IsGameModule() to return true.
(ModuleManager.h:879)
- For startup/shutdown hooks, subclass
IModuleInterface and override StartupModule() /
ShutdownModule(). Use StartupModule to load dependent modules with
FModuleManager::Get().LoadModuleChecked(TEXT("MyDep")).
#include "Modules/ModuleManager.h"
#include "MyEditorModule.h"
IMPLEMENT_MODULE(FMyEditorModule, MyEditorModule)
void FMyEditorModule::StartupModule()
{
}
void FMyEditorModule::ShutdownModule()
{
}
See references/module-cpp-and-phases.md for the full
IModuleInterface API, loading-phase details, and FModuleManager query methods.
Declaring the module in .uproject / .uplugin
"Modules": [
{
"Name": "MyGame",
"Type": "Runtime",
"LoadingPhase": "Default"
},
{
"Name": "MyGameEditor",
"Type": "Editor",
"LoadingPhase": "Default"
}
]
Type (ModuleHostType enum, ModuleDescriptor.cs:18):
| Type | Loaded in |
|---|
Runtime | any target using the UE runtime |
RuntimeNoCommandlet | runtime targets, except commandlets |
Editor | editor only — stripped from packaged games |
EditorNoCommandlet | editor only, not in commandlets |
Developer / DeveloperTool | builds with developer tools enabled |
ServerOnly / ClientOnly | server-only or client-only targets |
UncookedOnly | uncooked builds only |
Program | standalone programs |
LoadingPhase (ModuleLoadingPhase enum, ModuleDescriptor.cs:104):
| Phase | When |
|---|
EarliestPossible | as soon as GConfig is ready |
PostConfigInit | after config, before most engine systems |
PreLoadingScreen | before the loading screen fires |
PreDefault | just before Default |
Default | after game modules are loaded (standard) |
PostDefault | just after Default |
PostEngineInit | after engine is fully initialized |
None | not loaded automatically |
Most gameplay code uses Default. Plugin modules that provide factories or types needed by
other modules often use PreDefault. If the editor keeps throwing "class not found" for your
plugin, try PreDefault.
Adding a new module (checklist)
- Create
Source/<New>/ with Public/ and Private/ subdirectories.
- Add
<New>.Build.cs inheriting ModuleRules, list dependencies.
- Add
Private/<New>Module.cpp with IMPLEMENT_MODULE(FDefaultModuleImpl, <New>).
- Add the module entry to
.uproject/.uplugin Modules array.
- Add
<New> to other modules' dependency lists where they consume it.
- Regenerate project files (right-click
.uproject → Generate Visual Studio Project Files).
- Build.
<MODULE>_API export macros
MYGAME_API expands to __declspec(dllexport) when compiling the module and
__declspec(dllimport) when another module includes it, and to nothing in monolithic
builds. Apply it to the class keyword or individual functions:
class MYGAME_API UMyComponent : public UActorComponent { ... };
MYGAME_API void MyGlobalHelper();
Rules:
- Apply
MYGAME_API to any class, function, or data symbol another module accesses.
- Inner classes and nested types need their own
_API if used externally.
- Do not apply to template class bodies — templates are header-only.
- Forgetting
_API on a class used by another module → unresolved external symbol at link.
Gotchas
- Missing
<MODULE>_API on a class used cross-module → unresolved external symbol.
- Forgot to add the module to
Build.cs → "cannot open include file" even though the
header exists on disk; or unresolved externals for symbols in that header.
- Circular module dependencies fail to link — extract shared types to a lower-level module.
- Editor module referenced by a runtime module breaks packaging — keep editor code in an
Editor-type module and guard with #if WITH_EDITOR.
- Changing
Build.cs or moving source files requires regenerating project files before
building, not just a Live Coding reload.
FModuleManager::LoadModuleChecked in StartupModule ensures the dependency is loaded
before your module uses it. Relying on load order without this can produce intermittent
crashes when the phase is shared with other modules.
- Monolithic vs modular builds: in a shipped game (monolithic)
_API macros are empty and
DLL boundary rules don't apply; but code written without _API will fail in Editor builds
(modular). Always use the macro correctly.
Version notes
BuildSettingsVersion.V5 is the current recommended value in UE 5.7 (TargetRules.cs:162).
New projects generated by the engine use BuildSettingsVersion.Latest / V5.
EngineIncludeOrderVersion.Latest (= Unreal5_7) in UE 5.7 (TargetRules.cs:455).
- The
bRequiresImplementModule property (default true) in ModuleRules.cs enforces the
IMPLEMENT_MODULE macro presence at link time.
Cross-references
plugins-and-modules — packaging modules inside a .uplugin; plugin vs project module.
project-structure — .uproject layout, Source/ and Config/ conventions.
navigating-engine-source — finding which module owns a class or header.
cpp-fundamentals — UCLASS/USTRUCT/UENUM, the reflection system.
References & source material
Engine source (UE 5.7, under E:\Program Files\Epic Games\UE_5.7\Engine\Source\):
C++ module system (Runtime/Core/Public/Modules/):
ModuleInterface.h — IModuleInterface: StartupModule():31, ShutdownModule():55,
SupportsDynamicReloading():64, IsGameModule():84.
ModuleManager.h — FModuleManager:170, FDefaultModuleImpl:871,
FDefaultGameModuleImpl:879, IMPLEMENT_MODULE macro:933,
IMPLEMENT_PRIMARY_GAME_MODULE macro:1081/1117.
Boilerplate/ModuleBoilerplate.h — PER_MODULE_BOILERPLATE:114 (new/delete overrides,
memory wrapper definitions placed in every module).
UBT C# configuration (Programs/UnrealBuildTool/Configuration/):
ModuleRules.cs — ModuleRules class:103, PCHUsageMode enum:193,
PublicDependencyModuleNames:1189, PrivateDependencyModuleNames:1200.
TargetRules.cs — TargetType enum:21, TargetLinkType enum:52,
DefaultBuildSettings:711, ExtraModuleNames:2654.
UBT C# system (Programs/UnrealBuildTool/System/):
ModuleDescriptor.cs — ModuleHostType enum:18, ModuleLoadingPhase enum:104,
ModuleDescriptor class:161.
Official docs (UE 5.7, all fetched and verified):
Deep-dive references in this skill: