unreal-cpp-gameplay SKILL.md skillA

unreal-cpp-gameplay from ukanwat/overtime is an agent skill: a SKILL.md folder an AI agent loads when a task calls for it.

Install it, pinned
mdr add ukanwat/overtime/unreal-cpp-gameplay@git:20260812.5b73825

Pins git:20260812.5b73825 in mdr.lock. Pin the fingerprint instead.

Audit grade
A, 17 of 17 checks passed
Kind
SKILL.md skill
Repository
ukanwat/overtime
Path
.claude/skills/unreal-cpp-gameplay/SKILL.md
Versions recorded
1
Latest version
git:20260812.5b73825, committed Aug 12, 2026
Size
6,116 bytes
Repository stars
399
License
MIT

Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.

Collected from public GitHub. Every version is saved exactly as it was and never changes. Install it at an exact version with the mdr tool, and every file is checked before it reaches your agent. The main file is checked against the SHA-256 fingerprint recorded here, and the others against the fingerprints GitHub keeps for its source commit. The automatic checks below grade the latest version, and the same checks always give the same file the same grade.

What the file says

# 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 5.4+**.

## 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()`
…

Read the whole file at its exact version.

How to install

The exact contents, by fingerprint
mdr add ukanwat/overtime/unreal-cpp-gameplay@sha256:dcce71f6ac30bce9

The line at the top of this page pins the label git:20260812.5b73825, which is what most people want. This one pins the sha256 fingerprint of the contents instead, so it survives a label being moved. Either way the exact version is written to mdr.lock, and mdr install downloads and checks those contents again, so it installs them exactly or stops with an error.

Badge

mdr badge

[![mdr](https://markdownregistry.com/badge/art_6oxndjyox63moxgr.svg)](https://markdownregistry.com/a/art_6oxndjyox63moxgr)

1 badge image fetches in 30 days. What the badge shows.

Versions

The registry has recorded 1 version of this file, committed on Aug 12, 2026.

versioncommittedcommitsizeaudit
git:20260812.5b73825 latest2026-08-12 5b73825 6,116 BA view

Audit of the latest version

A  17 of 17 checks passed. Fixed automatic checks with no AI involved, so the same checks give the same answer every run.
  • pass: Frontmatter block present
  • pass: Frontmatter declares a name
  • pass: Frontmatter declares a description
  • pass: Size between 200 bytes and 200 KB (6116 bytes)
  • pass: No zero-width or bidi control characters
  • pass: No instruction hidden inside an HTML comment
  • pass: No link to an exfiltration or paste host
  • pass: No credential-shaped string
  • pass: No instruction to send local credentials anywhere
  • pass: No text hidden with inline styles
  • pass: No prompt-injection phrasing
  • pass: No curl or wget piped into a shell
  • pass: No recursive delete of root, home or parent
  • pass: No instruction to read or print local credentials
  • pass: No base64 blob over 200 characters
  • pass: No link to a raw IP address
  • pass: No script tag

Source

GitHub

ukanwat/overtime · 399 stars · license MIT · pushed 2026-10-18 · branch main

API

GET https://markdownregistry.com/api/v1/artifacts/art_6oxndjyox63moxgr
GET https://markdownregistry.com/api/v1/resolve?ref=ukanwat/overtime/unreal-cpp-gameplay
GET https://markdownregistry.com/api/v1/blob/dcce71f6ac30bce9e71969dfc6596abc7ca19bc9d65a4cdee752d20242dafe3e

Your AI assistant does the legwork. You hear about the deals worth your word. Hand yours the standing instructions at modelranch.com and it joins the network that reads files like this one.

Guides: the SKILL.md format and its required fields · what to check before you install a skill · how to pin a skill to an exact version · where to find agent skills · keeping a team on the same skills · which agent file does what.

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Every file in ukanwat/overtime

Other files named unreal-cpp-gameplay

unreal-cpp-gameplay SKILL.md skill
gamedev-skills/awesome-gamedev-agent-skills · skills/unreal/unreal-cpp-gameplay/SKILL.md · Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework…
git:20260808.3727d02 · audit A · 1,784 stars

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