ue5-cpp-gameplay · git:20260302.11fee6c · 2026-03-02 · sha256 69797cfe60c11a94
ue5-cpp-gameplay git:20260302.11fee6cA
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--- 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. --- # 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. # Workflow - Create type declarations with Unreal macros and UE5 pointer conventions (`TObjectPtr` in headers). - Define Blueprint API (`BlueprintCallable`, `BlueprintPure`) and categories. - Implement runtime logic in `.cpp` with explicit includes and safe guards. - Add replication hooks/RPC stubs when multiplayer behavior is requested. - Add `GameplayTag` usage only with explicit tag names and fallback checks. # 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. # Failure Handling - If API usage differs by minor engine patch, use the stable UE5.6/UE5.7-compatible call and document fallback. - If a Blueprint exposure request is ambiguous, expose minimal callable surface and mark extension points. - If ownership or authority is unclear in networked logic, default to server-authoritative flow. # Escalation - Escalate when user asks for plugin/module-level refactor beyond a single gameplay class. - Escalate when solution needs custom engine source modifications.