— No reviews yet
0 installs
9 views
0.0% view→install
Install
$ agentstack add skill-teixasalone-unrealengine5-skills-ue5-cpp-gameplay ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
Are you the author of Ue5 Cpp Gameplay? Claim this listing to set pricing, connect Stripe payouts, and keep 70% of every sale.
Sign up to claimAbout
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,UGameInstanceSubsystemTObjectPtr<>in headers andTSubclassOf<>for class references- Replication anchors:
GetLifetimeReplicatedProps(...)DOREPLIFETIME(...)inNet/UnrealNetwork.hReplicatedUsing=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 (
TObjectPtrin headers). - Produce paired
.hand.cppwith 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
.cppwith 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(...)withDOREPLIFETIME(...). - Use server-authoritative RPC entry points for client requests.
5) GameplayTags and Data-Driven Hooks
- Use
FGameplayTag/FGameplayTagContainerwith 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
.hand.cppwhen 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/BlueprintCallablemetadata. - 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.
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: teixasalone
- Source: teixasalone/UnrealEngine5-Skills
- License: MIT
Install and usage instructions live in the source repository linked above.
Reviews
No reviews yet — be the first.
Write a review
Versions
- v0.1.0 Imported from the upstream source.