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 withUPROPERTY/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/*.cppusingUCLASS, 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 withUFUNCTION(BlueprintCallable, etc.). - Create components in the constructor with
CreateDefaultSubobject<T>(TEXT("Name"))and set theRootComponent. - Know the framework roles:
AGameModeBasesets the rules + default classes;APawn/ACharacteris the controllable body;APlayerControlleris the player's will;UActorComponentis reusable behaviour. - Add module dependencies to
*.Build.cs(e.g.EnhancedInput) or unresolved-symbol link errors follow. - Verify by compiling (Live Coding
Ctrl+Alt+F11for function bodies; full rebuild for header/UPROPERTY changes) and checking the class/properties appear in the editor.
Patterns
1. Minimal Actor class (header + source)
2. GameMode wiring its default classes
3. Module dependency in Build.cs
Pitfalls
generated.hnot 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*withoutUPROPERTY— the garbage collector doesn't see it and may destroy it out from under you. Track every UObject pointer withUPROPERTY(useTObjectPtrin 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 componentAFoo) breaks UHT; match the prefix to the base type. - Unresolved external symbol at link — the module providing the API isn't in
Build.csPublicDependencyModuleNames. - Not calling
Super::in overriddenBeginPlay/Tick/etc. skips engine setup.
References
- For
UActorComponentcreation/attachment, theUPROPERTYgarbage-collection ownership rules (TObjectPtr,TArray<TObjectPtr<>>,AddToRoot), and a replication primer, readreferences/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.


