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
- 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)
// 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(); }
2. GameMode wiring its default classes
// 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
// 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 — 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.
1---2name: unreal-cpp-gameplay3description: 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.4---5
6# Unreal C++ Gameplay
7
8Write correct UE5 gameplay C++: the reflection macros that connect C++ to the editor and
9Blueprints, the Gameplay Framework class roles, and module dependencies. Targets **UE 5.8**.
10
11## When to use
12
13- Use when creating C++ gameplay classes (`AActor`, `APawn`, `ACharacter`, `AGameModeBase`,
14 `UActorComponent`), exposing properties/functions with `UPROPERTY`/`UFUNCTION`, setting up a
15 GameMode's default classes, or adding a module dependency in `*.Build.cs`.
16- Use when the project has a `Source/` tree with `*.h`/`*.cpp` using `UCLASS`, and `*.Build.cs`.
17
18**When *not* to use:** designer-facing visual logic → `unreal-blueprints`. Player input
19binding details → `unreal-enhanced-input`. AI logic → `unreal-behavior-trees`. This skill owns
20the C++ class/reflection foundation those build on.
21
22## Core workflow
23
241. **Name with the right prefix.** `A` = Actor-derived, `U` = `UObject`/component-derived,
25 `F` = plain struct, `E` = enum, `I` = interface. The prefix must match the base class.
262. **Declare the class with reflection macros.** `UCLASS()` above the class, `GENERATED_BODY()`
27 as the first line in the body, and `#include "ClassName.generated.h"` as the **last**
28 include in the header.
293. **Expose data with `UPROPERTY`** (editor/Blueprint visibility *and* garbage-collection
30 tracking) and behaviour with `UFUNCTION` (`BlueprintCallable`, etc.).
314. **Create components in the constructor** with `CreateDefaultSubobject<T>(TEXT("Name"))` and
32 set the `RootComponent`.
335. **Know the framework roles:** `AGameModeBase` sets the rules + default classes; `APawn`/
34 `ACharacter` is the controllable body; `APlayerController` is the player's will;
35 `UActorComponent` is reusable behaviour.
366. **Add module dependencies** to `*.Build.cs` (e.g. `EnhancedInput`) or unresolved-symbol
37 link errors follow.
387. **Verify** by compiling (Live Coding `Ctrl+Alt+F11` for function bodies; full rebuild for
39 header/UPROPERTY changes) and checking the class/properties appear in the editor.
40
41## Patterns
42
43### 1. Minimal Actor class (header + source)
44
45```cpp
46// Pickup.h
47#pragma once
48#include "CoreMinimal.h"
49#include "GameFramework/Actor.h"
50#include "Pickup.generated.h" // MUST be the last include
51
52UCLASS()
53class MYGAME_API APickup : public AActor // MYGAME_API = your module's export macro
54{
55 GENERATED_BODY()
56public:
57 APickup();
58
59 // EditAnywhere = tweak per-instance & on the CDO; BlueprintReadWrite = BP get/set.
60 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Pickup")
61 int32 ScoreValue = 10;
62
63 // UPROPERTY on a UObject* pointer is what keeps it from being garbage-collected.
64 UPROPERTY(VisibleAnywhere)
65 TObjectPtr<UStaticMeshComponent> Mesh; // UE5: TObjectPtr instead of raw UStaticMeshComponent*
66
67 UFUNCTION(BlueprintCallable, Category = "Pickup")
68 void Collect();
69
70protected:
71 virtual void BeginPlay() override;
72};
73```
74
75```cpp
76// Pickup.cpp
77#include "Pickup.h"
78#include "Components/StaticMeshComponent.h"
79
80APickup::APickup()
81{
82 Mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
83 RootComponent = Mesh; // the mesh is this actor's root
84}
85
86void APickup::BeginPlay() { Super::BeginPlay(); } // always call Super
87void APickup::Collect() { Destroy(); }
88```
89
90### 2. GameMode wiring its default classes
91
92```cpp
93// MyGameMode.cpp — set in the constructor so the engine spawns your classes.
94AMyGameMode::AMyGameMode()
95{
96 DefaultPawnClass = AMyCharacter::StaticClass();
97 PlayerControllerClass = AMyPlayerController::StaticClass();
98}
99```
100
101### 3. Module dependency in Build.cs
102
103```csharp
104// MyGame.Build.cs
105PublicDependencyModuleNames.AddRange(new string[]
106{
107 "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput"
108});
109```
110
111## Pitfalls
112
113- **`generated.h` not last / missing** — compile errors like "Cannot find generated header" or
114 "Expected an include". It must be the final include in the header.
115- **Forgetting `GENERATED_BODY()`** — UHT (Unreal Header Tool) errors; it must be the first
116 thing inside the class body.
117- **Raw `UObject*` without `UPROPERTY`** — the garbage collector doesn't see it and may destroy
118 it out from under you. Track every UObject pointer with `UPROPERTY` (use `TObjectPtr` in UE5).
119- **Header/UPROPERTY edits with Live Coding** — Live Coding handles function bodies, but
120 changes to `UCLASS`/`UPROPERTY`/headers need a full editor restart + rebuild.
121- **Wrong class prefix** — naming an Actor `UFoo` (or a component `AFoo`) breaks UHT; match the
122 prefix to the base type.
123- **Unresolved external symbol at link** — the module providing the API isn't in `Build.cs`
124 `PublicDependencyModuleNames`.
125- **Not calling `Super::`** in overridden `BeginPlay`/`Tick`/etc. skips engine setup.
126
127## References
128
129- For `UActorComponent` creation/attachment, the `UPROPERTY` garbage-collection ownership rules
130 (`TObjectPtr`, `TArray<TObjectPtr<>>`, `AddToRoot`), and a replication primer, read
131 `references/components-and-gc.md`.
132- Primary docs: "Unreal Engine CPP Quick Start" and "Gameplay Framework"
133 (`https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-framework-in-unreal-engine`).
134
135## Related skills
136
137- `unreal-blueprints` — exposing C++ to designers; BP/C++ interop.
138- `unreal-enhanced-input` — binding input in a C++ Pawn/Character.
139- `unreal-behavior-trees` — C++ AI tasks driven from a behaviour tree.