Ue Module And Build System logo

Ue Module And Build System

Community
kevinpbuckley
ue-module-and-build-system

Structure Unreal C++ into modules and configure the build with *.Build.cs (ModuleRules) and *.Target.cs (TargetRules). Use when creating a new module, splitting code out of an existing module, adding a dependency, fixing "unresolved external symbol" / "cannot open include file" / "module not found" link errors, choosing public vs private dependencies, wiring IMPLEMENT_MODULE / IMPLEMENT_PRIMARY_GAME_MODULE / IModuleInterface, setting the module loading phase or host type, or understanding how UnrealBuildTool (UBT) discovers and compiles modules. Related to plugins: see ue-plugins-and-modules for packaging modules inside .uplugin files.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-module-and-build-system
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 Module And Build System 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-module-and-build-system
  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-module-and-build-system .claude/skills/ue-module-and-build-system
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Module And Build System 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 Module And Build System 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 Module And Build System 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.

Modules & the build system

Every Unreal C++ feature lives in a module: a directory that compiles into its own DLL (modular builds) or static lib (monolithic builds). UnrealBuildTool (UBT) reads C#-style *.Build.cs files (one per module) and *.Target.cs files (one per build target) to decide what to compile and link. Most "won't compile / won't link" problems are really "wrong module dependency" problems.

Note: UE modules are independent of C++20 language modules.

When to use this skill

  • Adding a new module to a project or plugin, or splitting a growing module into smaller units.
  • Link/include errors: unresolved external (*_API symbol), "cannot open include file", "module X not found at startup".
  • Adding a dependency (e.g. you used UEnhancedInputComponent and need EnhancedInput).
  • Choosing PublicDependencyModuleNames vs PrivateDependencyModuleNames, or the loading phase and host type.
  • Understanding how UBT discovers modules and when to regenerate project files.

Mental model

  • A module = a folder under Source/<Module>/ with <Module>.Build.cs plus Public/ (headers other modules may include) and Private/ (implementation + internal headers).
  • The <MODULE>_API macro (e.g. MYGAME_API) expands to __declspec(dllexport/dllimport) in modular builds and to nothing in monolithic builds. Missing it on a class another module uses → unresolved external symbol.
  • To use another module's API you must (1) #include its public header and (2) list that module in your Build.cs dependencies. Both are required.
  • Targets (*.Target.cs) describe an executable: which modules it boots with and whether the build links them as a monolith or as separate DLLs.
  • UBT ignores the IDE solution when building — it reads only Build.cs/Target.cs files. Regenerate project files any time you add, move, or rename source files.

Module layout

Source/MyGame/
├── MyGame.Build.cs
├── Public/                # headers exposed to other modules
│   └── MyActor.h
└── Private/               # .cpp files + internal-only headers
    ├── MyActor.cpp
    └── MyGameModule.cpp   # IMPLEMENT_PRIMARY_GAME_MODULE lives here

#include paths resolve from the Public/Private root, not the disk path: a header at Public/Weapons/Gun.h is included as #include "Weapons/Gun.h". Files outside these canonical folders are treated as private automatically.

*.Build.cs — ModuleRules

Each module has exactly one <Name>.Build.cs in its root. UBT compiles it at build time.

csharp
using UnrealBuildTool;

public class MyGame : ModuleRules
{
    public MyGame(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;  // required for IWYU compliance

        // Types from these modules appear in THIS module's PUBLIC headers → Public
        PublicDependencyModuleNames.AddRange(new string[]
        {
            "Core", "CoreUObject", "Engine", "InputCore"
        });

        // Types used only in .cpp or private headers → Private (faster builds, leaner API)
        PrivateDependencyModuleNames.AddRange(new string[]
        {
            "EnhancedInput", "UMG", "Slate", "SlateCore"
        });

        // Editor-only dependencies — gate to avoid packaging bloat
        if (Target.bBuildEditor)
        {
            PrivateDependencyModuleNames.Add("UnrealEd");
        }
    }
}

Key rules:

  • If a dependency's types appear in your public headers, it must be a public dependency. If only in .cpp/private headers, prefer private.
  • The module name is the folder name containing the Build.cs (or the engine module's name).
  • Find which engine module owns a class by locating its header; see ue-navigating-engine-source.
  • PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs enables IWYU-safe precompiled headers. Each .cpp must include its matching .h first, and no monolithic headers (Engine.h).

See references/build-cs-reference.md for the full property list, advanced options, and third-party library integration.

*.Target.cs — TargetRules

A project normally has two: <Project>.Target.cs (Game) and <Project>Editor.Target.cs (Editor).

csharp
using UnrealBuildTool;

public class MyGameTarget : TargetRules
{
    public MyGameTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;                          // Game / Editor / Server / Client / Program
        DefaultBuildSettings = BuildSettingsVersion.V7; // use engine defaults from 5.x
        IncludeOrderVersion  = EngineIncludeOrderVersion.Latest;
        ExtraModuleNames.Add("MyGame");                  // primary game module(s)
    }
}

TargetType values: Game (cooked monolithic), Editor (modular with editor DLLs), Server, Client, Program. Editor targets link modularly; Game/Server/Client link monolithically on most platforms.

See references/target-cs-reference.md for all TargetRules fields, link types, and build settings.

Registering the module in C++

Every module needs exactly one registration macro in a single .cpp:

cpp
#include "Modules/ModuleManager.h"

// For the primary game module (name matches .uproject):
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, MyGame, "MyGame");

// For secondary modules or plugin modules:
// IMPLEMENT_MODULE(FDefaultModuleImpl, MySecondaryModule);
  • FDefaultModuleImpl — empty IModuleInterface; does nothing at startup/shutdown. (ModuleManager.h:884)
  • FDefaultGameModuleImpl : FDefaultModuleImpl — overrides IsGameModule() to return true. (ModuleManager.h:892)
  • For startup/shutdown hooks, subclass IModuleInterface and override StartupModule() / ShutdownModule(). Use StartupModule to load dependent modules with FModuleManager::Get().LoadModuleChecked(TEXT("MyDep")).
cpp
// MyEditorModule.cpp
#include "Modules/ModuleManager.h"
#include "MyEditorModule.h"

IMPLEMENT_MODULE(FMyEditorModule, MyEditorModule)

void FMyEditorModule::StartupModule()
{
    // register editor extensions, detail customizations, etc.
}

void FMyEditorModule::ShutdownModule()
{
    // unregister everything registered in StartupModule
}

See references/module-cpp-and-phases.md for the full IModuleInterface API, loading-phase details, and FModuleManager query methods.

Declaring the module in .uproject / .uplugin

json
"Modules": [
  {
    "Name": "MyGame",
    "Type": "Runtime",
    "LoadingPhase": "Default"
  },
  {
    "Name": "MyGameEditor",
    "Type": "Editor",
    "LoadingPhase": "Default"
  }
]

Type (ModuleHostType enum, ModuleDescriptor.cs:16):

TypeLoaded in
Runtimeany target using the UE runtime
RuntimeNoCommandletruntime targets, except commandlets
Editoreditor only — stripped from packaged games
EditorNoCommandleteditor only, not in commandlets
Developer / DeveloperToolbuilds with developer tools enabled
ServerOnly / ClientOnlyserver-only or client-only targets
UncookedOnlyuncooked builds only
Programstandalone programs

LoadingPhase (ModuleLoadingPhase enum, ModuleDescriptor.cs:102):

PhaseWhen
EarliestPossibleas soon as GConfig is ready
PostConfigInitafter config, before most engine systems
PreLoadingScreenbefore the loading screen fires
PreDefaultjust before Default
Defaultafter game modules are loaded (standard)
PostDefaultjust after Default
PostEngineInitafter engine is fully initialized
Nonenot loaded automatically

Most gameplay code uses Default. Plugin modules that provide factories or types needed by other modules often use PreDefault. If the editor keeps throwing "class not found" for your plugin, try PreDefault.

Adding a new module (checklist)

  1. Create Source/<New>/ with Public/ and Private/ subdirectories.
  2. Add <New>.Build.cs inheriting ModuleRules, list dependencies.
  3. Add Private/<New>Module.cpp with IMPLEMENT_MODULE(FDefaultModuleImpl, <New>).
  4. Add the module entry to .uproject/.uplugin Modules array.
  5. Add <New> to other modules' dependency lists where they consume it.
  6. Regenerate project files (right-click .uproject → Generate Visual Studio Project Files).
  7. Build.

<MODULE>_API export macros

MYGAME_API expands to __declspec(dllexport) when compiling the module and __declspec(dllimport) when another module includes it, and to nothing in monolithic builds. Apply it to the class keyword or individual functions:

cpp
// Export the whole class — all virtual and non-inline members cross the DLL boundary
class MYGAME_API UMyComponent : public UActorComponent { ... };

// Export only a free function
MYGAME_API void MyGlobalHelper();

Rules:

  • Apply MYGAME_API to any class, function, or data symbol another module accesses.
  • Inner classes and nested types need their own _API if used externally.
  • Do not apply to template class bodies — templates are header-only.
  • Forgetting _API on a class used by another module → unresolved external symbol at link.

Gotchas

  • Missing <MODULE>_API on a class used cross-module → unresolved external symbol.
  • Forgot to add the module to Build.cs → "cannot open include file" even though the header exists on disk; or unresolved externals for symbols in that header.
  • Circular module dependencies fail to link — extract shared types to a lower-level module.
  • Editor module referenced by a runtime module breaks packaging — keep editor code in an Editor-type module and guard with #if WITH_EDITOR.
  • Changing Build.cs or moving source files requires regenerating project files before building, not just a Live Coding reload.
  • FModuleManager::LoadModuleChecked in StartupModule ensures the dependency is loaded before your module uses it. Relying on load order without this can produce intermittent crashes when the phase is shared with other modules.
  • Monolithic vs modular builds: in a shipped game (monolithic) _API macros are empty and DLL boundary rules don't apply; but code written without _API will fail in Editor builds (modular). Always use the macro correctly.

Version notes

  • BuildSettingsVersion.V7 is the current recommended value in UE 5.8 (TargetRules.cs:177). New projects generated by the engine use BuildSettingsVersion.V7 (= Latest).
  • EngineIncludeOrderVersion.Latest (= Unreal5_8) in UE 5.8 (TargetRules.cs:242).
  • The bRequiresImplementModule property (default true) in ModuleRules.cs enforces the IMPLEMENT_MODULE macro presence at link time.

Cross-references

  • ue-plugins-and-modules — packaging modules inside a .uplugin; plugin vs project module.
  • ue-project-structure — .uproject layout, Source/ and Config/ conventions.
  • ue-navigating-engine-source — finding which module owns a class or header.
  • ue-cpp-fundamentals — UCLASS/USTRUCT/UENUM, the reflection system.

References & source material

Engine source (UE 5.8, under E:\Program Files\Epic Games\UE_5.8\Engine\Source\):

C++ module system (Runtime/Core/Public/Modules/):

  • ModuleInterface.h — IModuleInterface: StartupModule():49, ShutdownModule():79, SupportsDynamicReloading():88, IsGameModule():108.
  • ModuleManager.h — FModuleManager:163, FDefaultModuleImpl:884, FDefaultGameModuleImpl:892, IMPLEMENT_MODULE macro:946, IMPLEMENT_PRIMARY_GAME_MODULE macro:1100/1130.
  • Boilerplate/ModuleBoilerplate.h — PER_MODULE_BOILERPLATE:115 (new/delete overrides, memory wrapper definitions placed in every module).

UBT C# configuration (Programs/UnrealBuildTool/Configuration/Rules/):

  • ModuleRules.cs — ModuleRules class:105, PCHUsageMode enum:195, PublicDependencyModuleNames:1259, PrivateDependencyModuleNames:1270.
  • TargetRules.cs — TargetType enum:21, TargetLinkType enum:53, DefaultBuildSettings:740, ExtraModuleNames:2819.

UBT C# descriptors (Programs/UnrealBuildTool/Configuration/Descriptors/):

  • ModuleDescriptor.cs — ModuleHostType enum:16, ModuleLoadingPhase enum:102, ModuleDescriptor class:159.

Official docs (UE 5.8, all fetched and verified):

Deep-dive references in this skill:

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 Module And Build System AI skill do?

Structure Unreal C++ into modules and configure the build with *.Build.cs (ModuleRules) and *.Target.cs (TargetRules). Use when creating a new module, splitting code out of an existing module, adding a dependency, fixing "unresolved external symbol" / "cannot open include file" / "module not found" link errors, choosing public vs private dependencies, wiring IMPLEMENT_MODULE / IMPLEMENT_PRIMARY_GAME_MODULE / IModuleInterface, setting the module loading phase or host type, or understanding how UnrealBuildTool (UBT) discovers and compiles modules. Related to plugins: see ue-plugins-and-module...

Why use Ue Module And Build System on TypingMind?

Because you install it once and use it with any model. Ue Module And Build System 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 Module And Build System in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-module-and-build-system. 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 Module And Build System?

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 Module And Build System?

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

Is the Ue Module And Build System 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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