Agent skill

Unreal Cpp Gameplay

by ukanwat in ukanwat/overtime

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…

Apache-2.0Auto-check passedGame Development

Install Unreal Cpp Gameplay

skills CLI
$ npx skills add ukanwat/overtime --skill unreal-cpp-gameplay -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install ukanwat/overtime unreal-cpp-gameplay --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/ukanwat/overtime.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/unreal-cpp-gameplay .claude/skills/unreal-cpp-gameplay && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
unreal-cpp-gameplay
GitHub stars
387
Used in
1 other repo
Token cost
~1.5k tokens
SKILL.md length
451 words
Files
2 (incl. references)
Skills in repo
21
Repo updated
First seen
Licence
Apache-2.0

At a glance

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…

  • Works in 3 steps: Minimal Actor class (header + source) → GameMode wiring its default classes → Module dependency in Build.cs
  • Debugging UE C++
  • SKILL.md covers When to use, Core workflow, Patterns and Pitfalls, plus 2 more sections
  • Reaches dev.epicgames.com

What it does

Unreal Cpp Gameplay is an agent skill from ukanwat/overtime. 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, GENERATEDBODY, GameMode, ACharacter, or .Build.cs.

Its SKILL.md is about 1.5k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files, including reference files (for example `references/components-and-gc.md`). Compatibility notes: Unreal Engine 5.4+ (docs verified against current UE5); C++17 toolchain

It sits in Game Development, covering Game development. It works with C++ and Unreal Engine. The repository describes itself as: Give a coding agent a brief, not a chat, and it works on its own across sessions. Includes an example run: an open-world city built in a real game engine with no human help. In… The licence is Apache-2.0.

When your agent uses it

  • Debugging UE C++
  • Deriving from AActor/ACharacter/ AGameModeBase
  • Exposing properties to the editor
  • The user mentions Unreal C++

Example prompts

  • “/unreal-cpp-gameplay”

Requirements

  • Compatibility (from SKILL.md): Unreal Engine 5.4+ (docs verified against current UE5); C++17 toolchain

Workflow steps

3 steps, taken from the step headings in SKILL.md.

  1. Minimal Actor class (header + source)
  2. GameMode wiring its default classes
  3. Module dependency in Build.cs

What it can do on your machine

Read from SKILL.md and the folder at commit eac84e0. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are cpp and csharp).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    Hosts in commands or code, which the agent is likely to contact:

    • dev.epicgames.com

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

  • Compatibility

    Unreal Engine 5.4+ (docs verified against current UE5); C++17 toolchain

    From compatibility in the SKILL.md frontmatter.

Context cost

Unreal Cpp Gameplay loads about 1.5k tokens when it runs, and up to ~2.5k if it reads all its reference files. Until then it costs about 114 tokens; SKILL.md has 451 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~114
When it runs · the whole SKILL.md, loaded when a task matches
~1.5k
With references · SKILL.md plus every file in references/, read only if the agent opens them
~2.5k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from ukanwat/overtime at commit eac84e0, republished under its Apache-2.0 licence (© ukanwat). 451 words, ~1,523 tokens.

Download SKILL.mdSave it as .claude/skills/unreal-cpp-gameplay/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
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.
compatibility
Unreal Engine 5.4+ (docs verified against current UE5); C++17 toolchain
license
Apache-2.0
metadata.engine
unreal
metadata.category
unreal
metadata.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

  1. 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.
  2. 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.
  3. Expose data with UPROPERTY (editor/Blueprint visibility and garbage-collection tracking) and behaviour with UFUNCTION (BlueprintCallable, etc.).
  4. Create components in the constructor with CreateDefaultSubobject<T>(TEXT("Name")) and set the RootComponent.
  5. 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.
  6. Add module dependencies to *.Build.cs (e.g. EnhancedInput) or unresolved-symbol link errors follow.
  7. 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)
cpp
// 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;
};
cpp
// 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
cpp
// 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
csharp
// MyGame.Build.cs
PublicDependencyModuleNames.AddRange(new string[]
{
    "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput"
});
Show full SKILL.md (187 more words)Show less

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).
  • 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.

© ukanwat, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in .claude/skills/unreal-cpp-gameplay of ukanwat/overtime.

  • SKILL.md
  • references/components-and-gc.md

Open the folder on GitHubat commit eac84e0

Used in 1 other repository

We found 1 copy of this SKILL.md (exact, near-identical or edited) in other folders, from 1 other GitHub owner. This page covers the copy in ukanwat/overtime, which our catalogue first saw on October 7, 2026.

Compare with similar skills

Unreal Cpp Gameplay next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Unreal Cpp Gameplay compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Unreal Cpp Gameplay this skillukanwat/overtime3871 repos~1.5kAutomated safety check: PassApache-2.0
Unreal Engine MCPEpicGames/unreal-engine-skills-for-claude-code-plugin332—~1.8kAutomated safety check: PassMIT
Unreal Actor-Component Architecturequodsoler/unreal-engine-skills360—~7.5kAutomated safety check: PassMIT
Unreal Engine Animation Systemquodsoler/unreal-engine-skills360—~7kAutomated safety check: PassMIT
Unreal Engine Async and Threadingquodsoler/unreal-engine-skills360—~8kAutomated safety check: PassMIT
Unreal Blueprint and C++ Interopquodsoler/unreal-engine-skills360—~7.8kAutomated safety check: PassMIT

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Questions about Unreal Cpp Gameplay

What does Unreal Cpp Gameplay do?

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…. Unreal Cpp Gameplay is an agent skill from ukanwat/overtime.cs.

When should I use Unreal Cpp Gameplay?

Unreal Cpp Gameplay fits situations like: debugging UE C++; deriving from AActor/ACharacter/ AGameModeBase; exposing properties to the editor; the user mentions Unreal C++.

How do I install Unreal Cpp Gameplay in Claude Code?

Run `npx skills add ukanwat/overtime --skill unreal-cpp-gameplay -a claude-code`. Or copy the skill folder (.claude/skills/unreal-cpp-gameplay in ukanwat/overtime) into .claude/skills/unreal-cpp-gameplay in your project. Claude Code loads it when a task matches its description.

How do I install Unreal Cpp Gameplay in Codex?

Run `npx skills add ukanwat/overtime --skill unreal-cpp-gameplay -a codex`. Or copy the skill folder (.claude/skills/unreal-cpp-gameplay in ukanwat/overtime) into .agents/skills/unreal-cpp-gameplay in your project. Codex loads it when a task matches its description.

Can I use Unreal Cpp Gameplay in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add ukanwat/overtime --skill unreal-cpp-gameplay -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/unreal-cpp-gameplay, .gemini/skills/unreal-cpp-gameplay, .github/skills/unreal-cpp-gameplay and .opencode/skills/unreal-cpp-gameplay in your project.

What does Unreal Cpp Gameplay need to run?

SKILL.md names no scripts, command-line tools or credentials: Unreal Cpp Gameplay is instructions for the agent only. Compatibility (from SKILL.md): Unreal Engine 5.4+ (docs verified against current UE5); C++17 toolchain.

Does Unreal Cpp Gameplay access the network?

SKILL.md names 1 domain. In commands or code: dev.epicgames.com; the agent is likely to contact it when it follows the instructions. This is read from the text; nothing was executed.

Is Unreal Cpp Gameplay safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Unreal Cpp Gameplay use?

Unreal Cpp Gameplay is published under the Apache-2.0 licence (declared in SKILL.md). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Unreal Cpp Gameplay use?

About 1.5k tokens (SKILL.md is roughly 6.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 1k tokens, read only when the agent opens those files.

What are the alternatives to Unreal Cpp Gameplay?

Skills that share tags, products or a category with Unreal Cpp Gameplay: Unreal Engine MCP (EpicGames/unreal-engine-skills-for-claude-code-plugin, 332 stars), Unreal Actor-Component Architecture (quodsoler/unreal-engine-skills, 360 stars), Unreal Engine Animation System (quodsoler/unreal-engine-skills, 360 stars) and Unreal Engine Async and Threading (quodsoler/unreal-engine-skills, 360 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Unreal Cpp Gameplay?

ukanwat (a GitHub user) maintains it in ukanwat/overtime, which has 387 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 8, 2026.

Source: ukanwat/overtime on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.