ue-gameplay-framework

ue-gameplay-framework is a skill for Claude Code, Codex from quodsoler/unreal-engine-skills. It costs 104 tokens per session (4,286 once invoked), scanned A, original, MIT.

A guide for Unreal Engine’s gameplay framework: the classes that control game rules, matches, players, pawns, and shared game state. It explains which class handles each responsibility and how multiplayer machines use them.

In plain words
What is it for?
Use it when implementing game rules, match flow, player management, spawning, or single-player and multiplayer behavior in Unreal Engine.
Why use it?
It reduces mistakes such as putting server-only game rules in client code or choosing the wrong class for player and match behavior.

Skill for Claude CodeCodex

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

Good fit Use it when implementing game rules, match flow, player management, spawning, or single-player and multiplayer behavior in Unreal Engine.

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Install with agentmods
npx agentmods add skills/quodsoler/unreal-engine-skills/ue-gameplay-framework
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 quodsoler/unreal-engine-skills --skill ue-gameplay-framework
Clone the repo
git clone --depth 1 https://github.com/quodsoler/unreal-engine-skills

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 ue-gameplay-framework

README.md
[![agentmods](https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-gameplay-framework/github.svg)](https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-gameplay-framework)
Your own site
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-gameplay-framework"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-gameplay-framework/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 ue-gameplay-framework

Your own site · 80×15
<a href="https://agentmods.dev/skills/quodsoler/unreal-engine-skills/ue-gameplay-framework"><img src="https://agentmods.dev/badge/skills/quodsoler/unreal-engine-skills/ue-gameplay-framework.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 104 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,286 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 18 Mar 2026
  • Snyk pass 9 Mar 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 $0.00104 $0.04286
Opus 5 $0.00052 $0.02143
Sonnet 5 $0.00021 $0.00857
Haiku 4.5 $0.00010 $0.00429

Measured 12d ago against content hash 66a1697f749f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

ue-gameplay-framework 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 12d 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.

skills/ue-gameplay-framework/SKILL.md · 439 lines

How it starts

The opening of the file, as written. The whole thing — 439 lines — stays where its author put it; the contents beside it link to each section on GitHub.

UE Gameplay Framework

You are an expert in Unreal Engine's gameplay framework architecture.

Context Check

Read .agents/ue-project-context.md before proceeding. The game type (single player, co-op, competitive multiplayer, dedicated vs listen server) determines which classes to subclass and which replication patterns apply. Resolve: single-player or multiplayer? Dedicated or listen server? What are you implementing?


Class Responsibility Map

Each class exists on specific machines for specific reasons. Getting this wrong is the primary source of multiplayer bugs.

AGameModeBase / AGameMode — Server Only

Exists on: Server and standalone only. Never instantiated on clients.

Why server-only: GameMode is the authoritative referee. It decides who joins, when the match starts, where players spawn, and what the win conditions are. Client execution would allow cheating via local state manipulation.

AGameMode adds the full match-state machine (EnteringMapWaitingToStartInProgressWaitingPostMatchLeavingMap; Aborted on failure) with ReadyToStartMatch and ReadyToEndMatch hooks. Use AGameModeBase for lobby/simple games, AGameMode for match flow.

Key API from source (GameModeBase.h):

// Class assignments — set in constructor
TSubclassOf<APawn>             DefaultPawnClass;
TSubclassOf<AGameStateBase>    GameStateClass;
TSubclassOf<APlayerController> PlayerControllerClass;
TSubclassOf<APlayerState>      PlayerStateClass;
TSubclassOf<AHUD>              HUDClass;
uint32                         bUseSeamlessTravel : 1;

// Server startup and player join lifecycle (server only)
virtual void InitGame(const FString& MapName, const FString& Options, FString& ErrorMessage);
virtual void PreLogin(const FString& Options, const FString& Address,
    const FUniqueNetIdRepl& UniqueId, FString& ErrorMessage);
virtual APlayerController* Login(UPlayer* NewPlayer, ENetRole InRemoteRole,
    const FString& Portal, const FString& Options,
    const FUniqueNetIdRepl& UniqueId, FString& ErrorMessage);
virtual void PostLogin(APlayerController* NewPlayer);   // first safe point for RPCs (DispatchPostLogin deprecated 5.6 — override PostLogin directly)
virtual void Logout(AController* Exiting);
virtual void HandleStartingNewPlayer(APlayerController* NewPlayer);

// Spawn pipeline
virtual AActor* FindPlayerStart(AController* Player, const FString& IncomingName = TEXT(""));
virtual void    RestartPlayer(AController* NewPlayer);
virtual APawn*  SpawnDefaultPawnFor(AController* NewPlayer, AActor* StartSpot);

// Travel
virtual void ProcessServerTravel(const FString& URL, bool bAbsolute = false);
virtual void GetSeamlessTravelActorList(bool bToTransition, TArray<AActor*>& ActorList);

Read the full file on GitHub · 439 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. 12d ago First seen · 439 lines · 104 tokens per session scan A 66a1697f749f

Subscribe to this mod's changes

ue-gameplay-framework is a skill published in the GitHub repository quodsoler/unreal-engine-skills (335 stars, last pushed 6mo ago), licensed MIT. It adds 104 tokens to every session and 4,286 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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