ue5-cpp-gameplay

ue5-cpp-gameplay is a skill for Claude Code, Codex from IvanYangYangXi/artclaw_bridge. It costs 63 tokens per session (1,165 once invoked), scanned A, original, MIT.

A coding procedure for implementing gameplay features in Unreal Engine 5.6 or 5.7 with C++. Unreal Engine is a game-development tool, and gameplay code controls actors, components, assets, and networked behavior.

In plain words
What is it for?
Use it to create C++ header and source files for gameplay classes, expose properties or functions to Blueprints, use gameplay tags, manage replicated state, and validate runtime behavior.
Why use it?
It ensures new code has the right engine structure, editor-facing controls, ownership rules, and multiplayer behavior before implementation begins.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to create C++ header and source files for gameplay classes, expose properties or functions to Blueprints, use gameplay tags, manage replicated state, and validate runtime behavior.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ivanyangyangxi/artclaw_bridge/ue5-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 IvanYangYangXi/artclaw_bridge --skill ue5-cpp-gameplay
Clone the repo
git clone --depth 1 https://github.com/IvanYangYangXi/artclaw_bridge

Made for: Claude Code, Codex.

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 ue5-cpp-gameplay

README.md
[![agentmods](https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-cpp-gameplay/github.svg)](https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-cpp-gameplay)
Your own site
<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-cpp-gameplay"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-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.

agentmods 80×15 button for ue5-cpp-gameplay

Your own site · 80×15
<a href="https://agentmods.dev/skills/ivanyangyangxi/artclaw_bridge/ue5-cpp-gameplay"><img src="https://agentmods.dev/badge/skills/ivanyangyangxi/artclaw_bridge/ue5-cpp-gameplay.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 63 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,165 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.
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 $0.00063 $0.01165
Opus 5 $0.00032 $0.00583
Sonnet 5 $0.00013 $0.00233
Haiku 4.5 $0.00006 $0.00117

Measured 10d ago against content hash 66fb3435b69d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

ue5-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 10d 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/marketplace/unreal/ue5-cpp-gameplay/SKILL.md · 101 lines

How it starts

The opening of the file, as written. The whole thing — 101 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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.

UE5.7 API Anchors

  • 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(...)
    • DOREPLIFETIME(...) in Net/UnrealNetwork.h
    • ReplicatedUsing=OnRep_*, UFUNCTION(Server/Client/NetMulticast, ...)
  • Gameplay tag anchors:
    • FGameplayTag, FGameplayTagContainer
    • explicit tag request/match checks with safe fallback behavior

Implementation Stage Contract

  • Every gameplay C++ task must define:
    • Public header API surface (Blueprint/API visibility)
    • Private runtime implementation path (.cpp)
    • Ownership/lifetime model (constructor, init, teardown)
    • Network authority rules (single-player only or replicated flow)
    • Validation method (compile assumptions, usage examples, edge-case behavior)
  • If any item is missing, the implementation spec is incomplete.

Workflow

1) Type and File Shape

  • Create type declarations with Unreal macros and UE5 pointer conventions (TObjectPtr in headers).
  • Produce paired .h and .cpp with forward declarations in header and concrete includes in source.
  • Keep class responsibility narrow and reusable.

2) Public API Design

  • Define Blueprint API (BlueprintCallable, BlueprintPure, categories, metadata) before implementation.
  • Expose minimal callable surface; keep helper methods non-UFUNCTION unless needed.
  • Declare clear input/output contracts and failure behavior.

3) Runtime Implementation

  • Implement logic in .cpp with null checks, authority guards, and explicit branch behavior.
  • Keep tick usage opt-in; prefer event-driven updates.
  • Handle initialization order (BeginPlay, InitializeComponent, or subsystem init) explicitly.

Read the full file on GitHub · 101 lines

Files

What ships with it

4 files 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. 10d ago First seen · 101 lines · 63 tokens per session scan A 66fb3435b69d

Subscribe to this mod's changes

ue5-cpp-gameplay is a skill published in the GitHub repository IvanYangYangXi/artclaw_bridge (35 stars, last pushed 4mo ago), licensed MIT. It adds 63 tokens to every session and 1,165 once invoked, about $0.0003 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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