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Ue Gameplay Framework

Community
kevinpbuckley
ue-gameplay-framework

Implement Unreal's gameplay framework in C++ — GameInstance, AGameModeBase/AGameMode, AGameStateBase/AGameState, APlayerController, APawn/ACharacter, APlayerState, and AHUD — including the server-only spawn/login flow, possession, controller-pawn lifecycle, and which class each piece of logic belongs in. Use when setting up game rules, default pawn/controller classes, player login/spawn/possession, replicated game or player state, match-state machines, respawn logic, or deciding "where does this code live?"

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-gameplay-framework
Stars
89
Forks
9
Bundled files
3
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 3 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Ue Gameplay Framework AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-gameplay-framework
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/unreal-engine-skills.git /tmp/unreal-engine-skills
mkdir -p .claude/skills
cp -r /tmp/unreal-engine-skills/skills/core/ue-gameplay-framework .claude/skills/ue-gameplay-framework
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Gameplay Framework in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Ue Gameplay Framework on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Ue Gameplay Framework is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Gameplay framework

The gameplay framework is the set of base classes Unreal spawns and wires together to run a game. Choosing the right class for each piece of logic is the single most important design decision in UE gameplay code.

When to use this skill

  • Creating a new game mode, game state, player controller, pawn, player state, or HUD class.
  • Implementing player login, spawn, respawn, or possession logic.
  • Deciding where a piece of state lives (server-only vs replicated vs per-player vs cross-level).
  • Setting up default classes in C++ and exposing them to designers via Blueprint subclasses.
  • Wiring the spawn/possession flow or implementing a match-state machine.

The classes and their roles

ClassLives whereCore responsibilityReplicated?
UGameInstanceone per game, persists across level loadsapp-lifetime state, subsystems, online sessionsno
AGameModeBaseserver onlyrules, default classes, login/spawn flowno
AGameModeserver onlyadds match-state machine on top of Baseno
AGameStateBaseserver + all clientsgame-wide visible state (score, timer, match phase)yes
AGameStateserver + all clientsadds MatchState replication to Baseyes
APlayerControllerserver + owning clientinput, camera, UI, possession bridgeto owner only
APlayerStateserver + all clientsper-player replicated data (name, score, team)yes
APawnserver + clientsphysical avatar in the worldyes
ACharacterserver + clientsbipedal pawn with movement, capsule, skeletal meshyes
AHUDowning client onlylegacy canvas overlay (prefer UMG for real UI)local

Class hierarchy (verified in 5.8 source):

  • AGameModeBase : public AInfo (GameModeBase.h:47); AGameMode : public AGameModeBase (GameMode.h:35).
  • AGameStateBase : public AInfo (GameStateBase.h:32); AGameState : public AGameStateBase (GameState.h:16).
  • APlayerController : public AController (PlayerController.h:262); AController : public AActor (Controller.h:40).
  • APawn : public AActor (Pawn.h:43); ACharacter : public APawn (Character.h:338).
  • APlayerState : public AInfo (PlayerState.h:41); AHUD : public AActor (HUD.h:36).
  • UGameInstance : public UObject, public FExec (Engine/GameInstance.h:151).

Base vs non-base: AGameModeBase and AGameStateBase are the lean modern defaults. AGameMode/AGameState add the match-state machine (MatchState, WaitingToStart, InProgress, WaitingPostMatch, …) inherited from UE3-era multiplayer. Start from *Base unless you need match states.

Ownership and relationship map

UGameInstance (persists across levels)
└── UWorld (current level)
    ├── AGameModeBase       (server only — rules and spawning)
    ├── AGameStateBase      (replicated — global visible state)
    │   └── PlayerArray: TArray<APlayerState*>   (one per connected player, replicated)
    └── per player:
        APlayerController ──possesses──> APawn / ACharacter
              │                              └── movement, mesh, collision components
              └── PlayerState  (also in GameState.PlayerArray)

Key accessors verified in 5.8 source:

  • GetWorld()->GetGameState<T>() — replicated on all machines.
  • GetWorld()->GetAuthGameMode<T>() — server only; returns null on clients.
  • GetGameInstance<T>() — available via any UObject with a valid outer chain.
  • AController::GetPawn() (Controller.h:233); APawn::GetController() (Pawn.h:264).
  • APawn::GetPlayerState<T>() (Pawn.h:193); AController::PlayerState (Controller.h:50).

Server spawn and login flow

On the server, AGameModeBase drives the sequence when a player joins:

  1. InitGame (GameModeBase.h:62) — called before any actor PreInitializeComponents; spawn helper classes here.
  2. PreLogin (GameModeBase.h:293) — reject players by setting ErrorMessage before any state is allocated.
  3. Login (GameModeBase.h:323) — creates and returns the APlayerController; spawns APlayerState.
  4. PostLogin(PC) (GameModeBase.h:326) — first safe place to call replicated functions on the PC.
  5. HandleStartingNewPlayer(PC) (GameModeBase.h:361) — override in Blueprint or C++ to control what happens next.
  6. RestartPlayer(PC) (GameModeBase.h:435) → FindPlayerStart → SpawnDefaultPawnAtTransform → PC->Possess(Pawn).

Full login flow with seamless travel and OnPostLogin details: references/init-and-login-flow.md.

Possession

AController::Possess(APawn*) is final in 5.8; override OnPossess instead (Controller.h:299). The symmetric unpossess override is OnUnPossess (Controller.h:306).

cpp
// Override OnPossess to react to possession — NOT Possess() which is final
void AMyController::OnPossess(APawn* InPawn)
{
    Super::OnPossess(InPawn);
    // Safe to access InPawn here; PlayerState is already assigned
}

// On the pawn side, PossessedBy fires when a controller takes control
void AMyPawn::PossessedBy(AController* NewController)
{
    Super::PossessedBy(NewController);
    // Bind abilities, movement, etc. that depend on the controller
}

A controller can possess different pawns over its lifetime (death/respawn, vehicle enter/exit). Do not store gameplay state on the pawn that must survive across possessions — use PlayerState or PlayerController instead.

Setting default classes in C++

cpp
// MyGameMode.h
UCLASS()
class MYGAME_API AMyGameMode : public AGameModeBase
{
    GENERATED_BODY()
public:
    AMyGameMode();
};

// MyGameMode.cpp
#include "MyGameMode.h"
#include "MyCharacter.h"
#include "MyPlayerController.h"
#include "MyPlayerState.h"
#include "MyGameState.h"

AMyGameMode::AMyGameMode()
{
    DefaultPawnClass       = AMyCharacter::StaticClass();
    PlayerControllerClass  = AMyPlayerController::StaticClass();
    PlayerStateClass       = AMyPlayerState::StaticClass();
    GameStateClass         = AMyGameState::StaticClass();
    // HUDClass — set if you use legacy AHUD; omit for pure UMG
}

These five TSubclassOf<> properties are declared on AGameModeBase with EditAnywhere, NoClear, BlueprintReadOnly (GameModeBase.h:87–108). Assign them in the constructor so Blueprint subclasses can still override them in Blueprints editor defaults.

Then wire the GameMode per-project (Project Settings → Maps & Modes → DefaultGameMode/GlobalDefaultGameMode in DefaultEngine.ini [/Script/EngineSettings.GameMapsSettings]), or per-level (World Settings → GameMode Override).

Where does my logic go? (decision guide)

LogicBelongs in
Rules, win/lose, who spawns where, scoring authorityAGameModeBase — server only
State everyone must see (scores, timer, match phase)AGameStateBase / AGameState
Per-player replicated facts (name, team, kills)APlayerState
Input handling, camera, opening menus, player intentAPlayerController
Physical movement, abilities of the avatarAPawn / ACharacter + components
Cross-level or app-lifetime (save game, audio settings, online session)UGameInstance / a UGameInstanceSubsystem

If it must survive a level load → UGameInstance or UGameInstanceSubsystem (see ue-subsystems). If only the server may decide it → AGameModeBase.

GameInstance and subsystems

UGameInstance is created once on engine launch and destroyed when the application exits, surviving all level transitions. Override Init (GameInstance.h:217) and Shutdown (GameInstance.h:224) for setup/teardown. Access it from any actor via GetGameInstance<UMyGameInstance>().

For modular, dependency-isolated systems with the same lifetime:

cpp
// Subsystem declared as UCLASS(), auto-created by GameInstance
class UMyOnlineSubsystem : public UGameInstanceSubsystem
{
    GENERATED_BODY()
public:
    virtual void Initialize(FSubsystemCollectionBase& Collection) override;
    virtual void Deinitialize() override;
};

// Access from any actor
UMyOnlineSubsystem* Sub = GetGameInstance()->GetSubsystem<UMyOnlineSubsystem>();

GetSubsystem<T>() is declared on UGameInstance (GameInstance.h:440). See ue-subsystems.

PlayerState — per-player replicated data

APlayerState is created by Login and added to AGameStateBase::PlayerArray. It replicates to all clients, making it the correct place for data every machine needs about each player.

cpp
// MyPlayerState.h
UCLASS()
class MYGAME_API AMyPlayerState : public APlayerState
{
    GENERATED_BODY()
public:
    UPROPERTY(Replicated, BlueprintReadOnly, Category=Player)
    int32 TeamIndex = 0;

    virtual void GetLifetimeReplicatedProps(
        TArray<FLifetimeProperty>& OutLifetimeProps) const override;
};

Built-in replicated fields on APlayerState: Score (getter GetScore, setter SetScore, PlayerState.h:312/318), PlayerNamePrivate (accessed via GetPlayerName/SetPlayerName, PlayerState.h:235/228), PlayerId, CompressedPing, bIsSpectator, bIsABot.

Network roles

  • AGameModeBase exists only on the server; never put client logic there.
  • AGameStateBase/APlayerState are replicated — read on any machine, only write on server.
  • APlayerController replicates to its owning client only — good for client RPCs and UI.
  • APawn/ACharacter replicate to all clients; HasAuthority() determines who may change state.
  • Use HasAuthority() or GetLocalRole() == ROLE_Authority to branch server vs client.

See ue-networking-and-replication for property/RPC mechanics.

C++ base + Blueprint subclass pattern

The idiomatic setup:

  • Put logic, replicated state, and core API in C++ (AMyGameMode, AMyCharacter, …).
  • Expose designer-facing defaults via Blueprint subclasses (BP_GameMode, BP_Character, …).
  • Set the BP subclasses as defaults in Project Settings or World Settings.
  • Use UPROPERTY(EditDefaultsOnly) for numbers/assets designers should tweak without requiring recompile. See ue-blueprint-cpp-integration.

Gotchas

  • GetAuthGameMode() on a client returns null; always guard with HasAuthority().
  • Possess is final since UE 4.22; override OnPossess/OnUnPossess (Controller.h:299/306).
  • Persistent state on the Pawn is lost on death/respawn; use APlayerState or APlayerController.
  • Possession ≠ spawn: a controller can possess different pawns over time; don't assume 1:1 lifetime.
  • AGameMode vs AGameModeBase mismatch: MatchState machinery only exists in AGameMode; don't reference it from an AGameModeBase subclass.
  • DispatchPostLogin deprecated in 5.6: override OnPostLogin(AController*) instead (GameModeBase.h:334 — note the UE_DEPRECATED annotation at :329).
  • HUD for modern UI: AHUD is legacy canvas drawing; build real UI with UMG (see ue-umg-and-slate).
  • APlayerState outlives the pawn: the state persists in GameState.PlayerArray even when the pawn is destroyed; that is by design so scores survive death.
  • GameInstance is not replicated: the server and each client each have their own independent instance. Do not use it as a shared-state store in multiplayer.

Version notes

  • AGameModeBase introduced in UE 4.14; older projects may subclass AGameMode directly.
  • Possess/UnPossess marked virtual final in UE 4.22; use OnPossess/OnUnPossess.
  • DispatchPostLogin deprecated in UE 5.6; the replacement is OnPostLogin (protected virtual).
  • The framework is stable across UE 5.x; line numbers in citations drift between patch releases but header paths and class names are stable.

References & source material

Engine source (UE 5.8, under Engine/Source/Runtime/Engine/Classes/):

  • GameFramework/GameModeBase.h — AGameModeBase:47, InitGame:62, InitGameState:69, DefaultPawnClass:108, PlayerControllerClass:96, PlayerStateClass:100, GameStateClass:92, HUDClass:104, PreLogin:293, Login:323, PostLogin:326, OnPostLogin:334, HandleStartingNewPlayer:361, RestartPlayer:435, SpawnDefaultPawnAtTransform:461, ChoosePlayerStart:405, GetDefaultPawnClassForController:84.
  • GameFramework/GameMode.h — AGameMode:35, MatchState namespace:16, GetMatchState:43, StartMatch:51, EndMatch:55, SetMatchState:72.
  • GameFramework/GameStateBase.h — AGameStateBase:32, PlayerArray:55, GetServerWorldTimeSeconds:72, HasBegunPlay:76, AddPlayerState:112, RemovePlayerState:115.
  • GameFramework/GameState.h — AGameState:16, MatchState:35, ElapsedTime:57.
  • GameFramework/Controller.h — AController:40, PlayerState:50, GetPawn():233, Possess (final):284, UnPossess (final):288, OnPossess:299, OnUnPossess:306.
  • GameFramework/PlayerController.h — APlayerController:262, PlayerCameraManager:287, MyHUD:280, SetInputMode:1649, SetShowMouseCursor:2168.
  • GameFramework/Pawn.h — APawn:43, GetController():264, GetPlayerState<T>():193, PossessedBy:374, UnPossessed:381.
  • GameFramework/Character.h — ACharacter:338.
  • GameFramework/PlayerState.h — APlayerState:41, Score:49, GetScore:312, SetScore:318, PlayerNamePrivate:162, GetPlayerName:235, SetPlayerName:228.
  • GameFramework/HUD.h — AHUD:36, PlayerOwner:42, bShowHUD:50.
  • Engine/GameInstance.h — UGameInstance:151, Init:217, Shutdown:224, GetSubsystem<T>():440.

Official docs (UE 5.8, all fetched and confirmed live):

Deep-dive references in this skill:

Cross-references: ue-actors-and-components (AActor lifecycle), ue-character-and-movement (ACharacter / UCharacterMovementComponent detail), ue-subsystems (UGameInstanceSubsystem), ue-networking-and-replication (replication mechanics), ue-blueprint-cpp-integration (exposing C++ to designers).

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Ue Gameplay Framework AI skill do?

Implement Unreal's gameplay framework in C++ — GameInstance, AGameModeBase/AGameMode, AGameStateBase/AGameState, APlayerController, APawn/ACharacter, APlayerState, and AHUD — including the server-only spawn/login flow, possession, controller-pawn lifecycle, and which class each piece of logic belongs in. Use when setting up game rules, default pawn/controller classes, player login/spawn/possession, replicated game or player state, match-state machines, respawn logic, or deciding "where does this code live?"

Why use Ue Gameplay Framework on TypingMind?

Because you install it once and use it with any model. Ue Gameplay Framework is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Ue Gameplay Framework in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-gameplay-framework. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Ue Gameplay Framework?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Ue Gameplay Framework?

As many as you like. As long as a model supports skills, you can use Ue Gameplay Framework with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Ue Gameplay Framework AI skill free?

It is published on GitHub by kevinpbuckley. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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