From workflows
Guides writing UE5 C++ gameplay code: reflection macros (UCLASS/UPROPERTY/UFUNCTION), Gameplay Framework classes (GameMode, Pawn, Character), and module Build.cs setup.
How this skill is triggered — by the user, by Claude, or both
Slash command
/workflows:unreal-cpp-gameplayThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
Write correct UE5 gameplay C++: the reflection macros that connect C++ to the editor and
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+.
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.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.
A = Actor-derived, U = UObject/component-derived,
F = plain struct, E = enum, I = interface. The prefix must match the base class.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.UPROPERTY (editor/Blueprint visibility and garbage-collection
tracking) and behaviour with UFUNCTION (BlueprintCallable, etc.).CreateDefaultSubobject<T>(TEXT("Name")) and
set the RootComponent.AGameModeBase sets the rules + default classes; APawn/
ACharacter is the controllable body; APlayerController is the player's will;
UActorComponent is reusable behaviour.*.Build.cs (e.g. EnhancedInput) or unresolved-symbol
link errors follow.Ctrl+Alt+F11 for function bodies; full rebuild for
header/UPROPERTY changes) and checking the class/properties appear in the editor.// 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;
};
// 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(); }
// MyGameMode.cpp — set in the constructor so the engine spawns your classes.
AMyGameMode::AMyGameMode()
{
DefaultPawnClass = AMyCharacter::StaticClass();
PlayerControllerClass = AMyPlayerController::StaticClass();
}
// MyGame.Build.cs
PublicDependencyModuleNames.AddRange(new string[]
{
"Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput"
});
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.GENERATED_BODY() — UHT (Unreal Header Tool) errors; it must be the first
thing inside the class body.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).UCLASS/UPROPERTY/headers need a full editor restart + rebuild.UFoo (or a component AFoo) breaks UHT; match the
prefix to the base type.Build.cs
PublicDependencyModuleNames.Super:: in overridden BeginPlay/Tick/etc. skips engine setup.UActorComponent creation/attachment, the UPROPERTY garbage-collection ownership rules
(TObjectPtr, TArray<TObjectPtr<>>, AddToRoot), and a replication primer, read
references/components-and-gc.md.https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-framework-in-unreal-engine).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.npx claudepluginhub gamedev-skills/awesome-gamedev-agent-skills --plugin gamedevProvides expert-level C++ development guidelines for Unreal Engine 5.x, covering UObject hygiene, reflection system, performance patterns, and Epic's coding standards.
Guides Unreal Engine C++ development with UObject macros, containers, delegates, strings, memory/GC, logging, and subsystems.
Provides expert guidance on Unreal Engine 5 development, covering Blueprints, C++, Gameplay Framework, GAS, replication, Nanite, Lumen, and performance profiling with Unreal Insights.