awesome-gamedev-agent-skills is a collection of 73 instruction files that give AI coding agents specialized guidance for game development with engines and frameworks such as Godot, Unity, Unreal, and Phaser. It helps agents choose relevant engine and task guidance while building games. The catalogue entries are the collection's skills and plugins for agents including Claude Code, Cursor, Codex, and Gemini CLI.
Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-cpp-gameplaygit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-cpp-gameplay)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-cpp-gameplay"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-cpp-gameplay/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-cpp-gameplay"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-cpp-gameplay.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00105 | $0.01631 |
| Opus 5.5 | $0.00042 | $0.00652 |
| Sonnet 5.5 | $0.00021 | $0.00326 |
| Haiku 4.5 | $0.00011 | $0.00163 |
Grade A, and why
unreal-cpp-gameplay scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 2d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
Copies of this mod
1 near-identical copy found in the catalogue:
- unreal-cpp-gameplay — 91% identical, 24 lines differ
How it starts
The opening of the file, as written. The whole thing — 151 lines — stays where its author put it; the contents beside it link to each section on GitHub.
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+F11from the editor, or a full build from the IDE with the editor closed) and checking the class/properties appear in the editor. For automation tests, run headless withUnrealEditor-Cmd <Project>.uproject -ExecCmds="Automation RunTest MyGame;Quit"(RunTesttakes a test name, a dotted prefix, orGroup:<name>).
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 2d ago Changed · +6 lines f2acfd6ae0b1
- 1mo ago First seen · 145 lines · 105 tokens per session scan A 3151aa85f2fd
unreal-cpp-gameplay is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (4,867 stars, last pushed 3d ago), licensed Apache-2.0. It adds 105 tokens to every session and 1,631 once invoked, about $0.0004 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.
Other skills, from other repositories
unreal-live-coding
Trigger Live Coding compilation via UCP. Use when the user asks to recompile C++ code, trigger live coding, hot reload C++ changes, or check compilation status in Unreal Engine.
ue5-cpp-gameplay
UE5.6/UE5.7 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.
unreal-blueprint-cpp-authoring
Use when an Unreal Engine feature needs a deliberate Blueprint, C++, or hybrid implementation route, especially for reusable state owners, graph changes, modules, components, compile failures, or editor-visible APIs.
unreal cpp developer
Instructions and architectural standards for Unreal Engine 5 C++ development.
unity-development
Unity 6 reference patterns: an architecture decision tree, render pipeline and Addressables migration recipes, Input System patterns, a DOTS quick reference, a common mistakes catalog, component and ScriptableObject event channel patterns, and a generic object pool. Use when designing, writing, or reviewing Unity C#.
Unreal Systems Engineer
Performance and hybrid architecture specialist - Masters C++/Blueprint continuum, Nanite geometry, Lumen GI, and Gameplay Ability System for AAA-grade Unreal Engine projects.