Individual skill
ue5-cpp-gameplay
UE5.6-UE5.8 gameplay C++ implementation for Actors, Components, DataAssets, and gameplay logic. Use when requests ask to write .h/.cpp pairs, expose UPROPERTY/UFUNCTION to Blueprint, use GameplayTags, or build reusable component-based systems.
skills/ue5-cpp-gameplay/SKILL.md
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- Instructions only
- Last checked
- Nov 10, 2026
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- Repository stars (not skill ratings)
- 540
- Repository last updated
- Aug 26, 2026
- License
- MIT
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- engineering Derived category
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SKILL.mdcore · 5,192 bytesSKILL.mdcore · 5,192 bytesSKILL.mdcore · 5,192 bytesagents/openai.yamlasset · 297 bytesreferences/cpp-class-template.mddoc · 595 bytesreferences/project-adapter.mddoc · 438 bytesreferences/reflection-macro-checklist.mddoc · 671 bytes
Read excerpt
# Quick Start
- Confirm target class type (`AActor`, `UActorComponent`, `UObject`, `USaveGame`, etc.).
- Define required Blueprint-facing API before implementation.
- Output both header and source files together.
# API Anchors (UE5.6-UE5.8)
- Reflection and UObject anchors:
- `UCLASS`, `USTRUCT`, `UENUM`, `UINTERFACE`, `GENERATED_BODY()`
- `UPROPERTY(...)`, `UFUNCTION(...)`
- Core gameplay type anchors:
- `AActor`, `UActorComponent`, `UDataAsset`, `UGameInstanceSubsystem`
- `TObjectPtr<>` in headers and `TSubclassOf<>` for class references
- Replication anchors:
- `GetLifetimeReplicatedProps(...)`