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unreal-cpp-gameplay

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.

skills/unreal/unreal-cpp-gameplay/SKILL.md

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Nov 12, 2026
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# 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
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