unreal-cpp-gameplay

unreal-cpp-gameplay is a skill for Claude Code from gamedev-skills/awesome-gamedev-agent-skills. It costs 105 tokens per session (1,516 once invoked), scanned A, original, Apache-2.0.

A guide for writing Unreal Engine 5 gameplay code in C++. Unreal Engine is a game-development platform; this guide covers its C++ classes, editor-facing annotations, gameplay roles, and module build settings.

In plain words
What is it for?
Use it to create or debug Actors, characters, pawns, game modes, player controllers, and actor components, expose code to the editor or Blueprints, and update Build.cs dependencies.
Why use it?
It helps avoid errors in the class structure and annotations Unreal needs to connect C++ code with its editor and visual scripting system.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the unreal plugin — 6 skills shipped together , and of gamedev

Good fit Use it to create or debug Actors, characters, pawns, game modes, player controllers, and actor components, expose code to the editor or Blueprints, and update Build.cs dependencies.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-cpp-gameplay
Install

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.

Any agent
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill unreal-cpp-gameplay
Clone the repo
git clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skills

Made for: Claude Code.

Or install unreal, the plugin that ships this one along with the rest of its 6 skills.

Wrote 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.

agentmods badge for unreal-cpp-gameplay

README.md
[![agentmods](https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-cpp-gameplay/github.svg)](https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/unreal-cpp-gameplay)
Your own site
<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.

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Your own site · 80×15
<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>
Per session 105 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,516 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • Socket pass 9 Aug 2026
  • Snyk pass 9 Aug 2026
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00105 $0.01516
Opus 5 $0.00053 $0.00758
Sonnet 5 $0.00021 $0.00303
Haiku 4.5 $0.00011 $0.00152

Measured 13d ago against content hash 3151aa85f2fd, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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 13d 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.

Origin

Copies of this mod

1 near-identical copy found in the catalogue:

skills/unreal/unreal-cpp-gameplay/SKILL.md · 145 lines

How it starts

The opening of the file, as written. The whole thing — 145 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 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.

Read the full file on GitHub · 145 lines

Files

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.

Changes

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.

  1. 13d ago First seen · 145 lines · 105 tokens per session scan A 3151aa85f2fd

Subscribe to this mod's changes

unreal-cpp-gameplay is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 105 tokens to every session and 1,516 once invoked, about $0.0005 per session on Opus 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.

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