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ue5-cpp-gameplay

UE5.6/UE5.7 gameplay C++ implementation for Actors, Components, DataAssets, and gameplay logic.

Skill by IvanYangYangXi

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About

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.

Use cases: frontend, writing

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What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

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  • ~/.claude/skills/ue5-cpp-gameplay

What's inside

Skill name
ue5-cpp-gameplay
Description
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.
License
MIT
Instructions
97 lines in SKILL.md · view on GitHub

Files (5)

  • SKILL.md
  • SOURCE.md
  • cpp-class-template.md · references/
  • project-adapter.md · references/
  • reflection-macro-checklist.md · references/

SKILL.md (first lines)

# 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.

## 4) Replication and RPC (When Needed)
- Add replicated properties and `OnRep_*` handlers only for true client-visible state.
- Register properties in `GetLifetimeReplicatedProps(...)` with `DOREPLIFETIME(...)`.
- Use server-authoritative RPC entry points for client requests.

## 5) GameplayTags and Data-Driven Hooks
- Use `FGameplayTag`/`FGameplayTagContainer` with explicit tag names.
- Validate required tags at runtime and provide fallback for missing tags.
- Prefer DataAsset-driven config for tunables over hard-coded constants.

## 6) Validation Output
- Ensure output includes both files and required includes.
- Confirm Blueprint exposure, replication behavior, and error-handling paths are documented.
- Provide usage snippet or invocation flow when behavior is non-trivial.

# Constraints
- Always provide matching `.h` and `.cpp` when creating a class.
- Use non-deprecated APIs compatible with UE5.6/UE5.7.
- Keep includes minimal; use forward declarations in headers.
- Avoid hardcoded asset paths unless explicitly requested.
- Prefer `TObjectPtr<>` in UPROPERTY object references in headers.
- Keep server-authoritative checks explicit for any network-affecting gameplay action.

# Failure Handling
- Symptom: class compiles but is missing from Blueprint.
  - Locate: missing `BlueprintType`/`Blueprintable`/`BlueprintCallable` metadata.
  - Fix: add required reflection specifiers and regenerate project files/build.
- Symptom: unresolved symbol or include cycles.
  - Locate: header include graph and forward declaration misuse.
  - Fix: move heavy includes to `.cpp`, keep forward declarations in headers.
- Symptom: replicated property does not update on clients.
  - Locate: `GetLifetimeReplicatedProps(...)` and actor/component replication flags.
  - Fix: register with `DOREPLIFETIME(...)`, ensure owning actor replicates.
- Symptom: `OnRep_*` never fires.
  - Locate: property write path and net role.
  - Fix: mutate on server authority path and verify property actually changes.
- Symptom: RPC callable but ignored at runtime.
  - Locate: RPC specifier and call site authority.
  - Fix: enforce client->server request path and server-side validation.
- Symptom: GameplayTag logic silently fails.
  - Locate: invalid tag names or missing tag config.
  - Fix: validate tags on startup and guard with explicit fallback behavior.

# UE5.6 / UE5.7 Compatibility Notes
- Reflection, replication, and GameplayTag APIs above are stable across UE5.6 and UE5.7.
- Favor stable core APIs over editor-only helpers when runtime behavior is required.

# Escalation
- Escalate when user asks for plugin/module-level refactor beyond a single gameplay class.
- Escalate when solution needs custom engine source modifications.

From IvanYangYangXi/artclaw_bridge, MIT.

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Signals

Stars
36
Forks
7
Open issues
1
Last commit (this folder)
Apr 3, 2026 (6 months ago)
Last release
Apr 15, 2026 (6 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
MIT
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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ue5-cpp-gameplay skill. Agent Mart. https://agentmart.dev/skills/ivanyangyangxi-ue5-cpp-gameplay (last updated 2026-10-24)