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by Quod Solerquodsoler/unreal-engine-skills352 stars
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Use when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error. Also use when the user mentions 'unresolved external symbol', 'LNK2019', 'cannot open include file', 'C1083', 'MODULENAME_API', 'PublicDependencyModuleNames', 'IWYU', 'PCHUsage', 'IMPLEMENT_MODULE', 'IMPLEMENT_PRIMARY_GAME_MODULE', 'LoadingPhase', 'circular dependency', 'Missing precompiled manifest', 'EngineAssociation', 'IncludeOrderVersion', 'Live Coding'. For UCLASS/UPROPERTY rules see ue-cpp-foundations; for editor modules see ue-editor-tools; for Game Feature plugins see ue-game-features.

Use this Skill: https://skilld.dev/gh/quodsoler/unreal-engine-skills/ue-module-build-system

This session only. Nothing lands on disk.

SKILL.md

β‰ˆ166 tokens always: the name and description. β‰ˆ6.9k when used: this file. β‰ˆ9.9k more on demand in 2 files.

UE Module & Build System

Target engine: UE 5.8. APIs below are verified against the 5.8 headers and UnrealBuildTool sources; older forms are listed under "Deprecated β€” do not use".

This skill covers UnrealBuildTool (UBT) ModuleRules (*.Build.cs) and TargetRules (*.Target.cs), the .uproject and .uplugin descriptors, module registration (IModuleInterface and IMPLEMENT_MODULE in Modules/ModuleManager.h, module Core), plugin discovery (IPluginManager in Interfaces/IPluginManager.h, module Projects), and the compiler, linker, UHT and UBT errors those files cause.

Context

Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.

Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.

Request is about… Go to
Dependencies, include paths, PCH, warnings in an existing Build.cs Build.cs Anatomy
Target.cs, BuildSettingsVersion, IncludeOrderVersion, target types Target.cs
.uproject, module Type, LoadingPhase, enabling plugins .uproject File
Adding a module (IMPLEMENT_MODULE, module interface, StartupModule) Creating a New Module
Adding a plugin (.uplugin, runtime + editor modules, dependencies) Creating a Plugin
"Which module do I add to use type X?" Which Module Provides This Type
LNK2019, C1083, UHT, UBT or runtime module-load errors Resolving Build Errors

Build.cs Anatomy

Every module has <ModuleName>.Build.cs next to its Public/ and Private/ folders. The class name must equal the module name.

// Source/MyGame/MyGame.Build.cs
using UnrealBuildTool;

public class MyGame : ModuleRules
{
    public MyGame(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

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

        // Used only inside Private/ .cpp files; not re-exported downstream
        PrivateDependencyModuleNames.AddRange(new string[]
        {
            "Slate",
            "SlateCore",
            "UMG",
        });

        // Loaded through FModuleManager at runtime, never linked
        DynamicallyLoadedModuleNames.Add("OnlineSubsystem");
    }
}

Public vs Private Dependencies

Field Use when
PublicDependencyModuleNames A type from the module appears in one of your Public/ headers (base class, member, parameter, return type, UPROPERTY). Downstream modules inherit the include paths.
PrivateDependencyModuleNames The module is used only in Private/ .cpp files or private headers.
PublicIncludePathModuleNames / PrivateIncludePathModuleNames You need the module's headers (forward declarations, inline types) but link nothing from it.
DynamicallyLoadedModuleNames You call FModuleManager::Get().LoadModule(...) yourself; UBT only ensures the module is built.

Start private and promote to public only when a public header forces it. Everything-public inflates compile time for every downstream module.

Include Paths and IWYU

UBT discovers Public/, Internal/ and Private/ automatically; PublicIncludePaths/PrivateIncludePaths exist for extra subfolders only. Under BuildSettingsVersion.V2 and later, bLegacyPublicIncludePaths is false, so headers from other modules are written relative to that module's Public/ (or Classes/) root:

// Source/MyGame/Private/MyActor.cpp
#include "MyActor.h"                          // own header first
#include "GameFramework/Actor.h"              // Engine/Classes/GameFramework/Actor.h
#include "Engine/World.h"                     // only what this file uses directly
#include "GameFramework/PlayerController.h"

IWYUSupport defaults to IWYUSupport.Full, which lets UnrealBuildTool -Mode=IWYU rewrite the module's includes; set IWYUSupport = IWYUSupport.KeepAsIs for code you maintain by hand.

API Export Macro

UBT defines <MODULENAME>_API (module name upper-cased plus _API) as DLLEXPORT while compiling the module and DLLIMPORT for importers; monolithic builds define it empty. Anything referenced from another module needs it:

// Source/MyGame/Public/MyGameTypes.h
#pragma once
#include "CoreMinimal.h"

class MYGAME_API FMyGameTypes
{
public:
    void DoSomething();
};

MYGAME_API void MyGameFreeFunction();

Engine headers wrap this as #define UE_API CORE_API at the top of a file and #undef UE_API at the bottom (Async/Mutex.h). That is an engine-only convention; project code writes MYGAME_API directly. Missing MYGAME_API on a class another module references is the most common cause of LNK2019.

Warnings and Compiler Flags

bWarningsAsErrors = true;
CppCompileWarningSettings.ShadowVariableWarningLevel = WarningLevel.Error;   // MSVC C4456/C4458/C4459
CppCompileWarningSettings.UnsafeTypeCastWarningLevel = WarningLevel.Warning; // MSVC C4244/C4838
CppCompileWarningSettings.DeprecationWarningLevel = WarningLevel.Error;      // MSVC C4996 from UE_DEPRECATED

bEnableExceptions = false;               // default; enable only for third-party code that throws
bUseRTTI = false;                        // default; enable only for third-party dynamic_cast/typeid
CppStandard = CppStandardVersion.Cpp20;  // per-module override; the engine default is Cpp20
bUseUnity = false;                       // opt this module out of unity builds

// Engine-bundled third-party libraries (Engine/Source/ThirdParty/<Name>/<Name>.Build.cs)
AddEngineThirdPartyPrivateStaticDependencies(Target, "zlib", "OpenSSL", "libcurl");

Every ModuleRules field, the RuntimeDependencies API, platform conditionals and the full engine module table are in references/build-cs-reference.md.

Target.cs

Source/MyGame.Target.cs and Source/MyGameEditor.Target.cs. The class must be named <FileName>Target; UBT otherwise fails with "Expecting to find a type to be declared in a target rules named 'MyGameTarget'".

// Source/MyGame.Target.cs
using UnrealBuildTool;
using System.Collections.Generic;

public class MyGameTarget : TargetRules
{
    public MyGameTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;
        DefaultBuildSettings = BuildSettingsVersion.V7;
        IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_8;
        ExtraModuleNames.Add("MyGame");
    }
}

Source/MyGameEditor.Target.cs declares MyGameEditorTarget with the same body except Type = TargetType.Editor; and ExtraModuleNames.AddRange(new string[] { "MyGame", "MyGameEditor" });.

  • BuildSettingsVersion.V7 is what 5.8 project templates emit (Latest also equals V7). Pin the explicit value; Latest changes meaning on every engine upgrade.
  • EngineIncludeOrderVersion.Unreal5_8 selects the UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_8 define that keeps removed implicit engine includes available to your code. Unreal5_1–Unreal5_5 are [Obsolete] and unsupported; Unreal5_6 is deprecated. A module may override with ModuleRules.IncludeOrderVersion.
BuildSettingsVersion Defaults it turns on
V2 PCHUsage = UseExplicitOrSharedPCHs, bLegacyPublicIncludePaths = false
V3 bLegacyParentIncludePaths = false
V4 CppStandard default becomes Cpp20, WindowsPlatform.bStrictConformanceMode = true
V5 bValidateFormatStrings = true
V6 WindowsPlatform.bStrictInlineConformance = true, UndefinedIdentifierWarningLevel = Error
V7 (= Latest) ReturnTypeWarningLevel, DanglingWarningLevel, UnreachableCodeWarningLevel = Error
TargetType Builds
Game Standalone game executable
Editor Editor build; includes Editor-type modules
Client Networked client without server-only code
Server Dedicated server, no renderer
Program Standalone tool (needs bCompileAgainstEngine/bCompileAgainstCoreUObject choices)

Build configurations (UnrealTargetConfiguration): Debug, DebugGame (engine optimized, game unoptimized), Development (default), Test, Shipping. Useful target switches: bUseUnityBuild, bUseLoggingInShipping, bUseChecksInShipping, bWithLiveCoding, LinkType = TargetLinkType.Monolithic, GlobalDefinitions/ProjectDefinitions, and bOverrideBuildEnvironment = true to "ignore violations to the shared build environment (eg. editor targets modifying definitions)".

.uproject File

{
    "FileVersion": 3,
    "EngineAssociation": "5.8",
    "Category": "",
    "Description": "",
    "Modules": [
        {
            "Name": "MyGame",
            "Type": "Runtime",
            "LoadingPhase": "Default",
            "AdditionalDependencies": [ "Engine", "AIModule", "UMG" ]
        },
        { "Name": "MyGameEditor", "Type": "Editor", "LoadingPhase": "Default" }
    ],
    "Plugins": [
        { "Name": "ModelingToolsEditorMode", "Enabled": true, "TargetAllowList": [ "Editor" ] },
        { "Name": "StateTree", "Enabled": true },
        { "Name": "MyPlugin", "Enabled": true, "Optional": true }
    ]
}

AdditionalDependencies is the descriptor's "list of additional dependencies for building this module". Plugin references accept Name, Enabled, Optional, TargetAllowList/TargetDenyList, PlatformAllowList/PlatformDenyList, TargetConfigurationAllowList.

Module Types (ModuleHostType)

Type Loaded by
Runtime Any target using the UE runtime (the default for game code)
RuntimeNoCommandlet Any target except commandlets
RuntimeAndProgram Any target or program
CookedOnly / UncookedOnly Cooked builds only / uncooked (editor, PIE) builds only β€” UncookedOnly is the type for Blueprint node (K2Node) modules
Developer Only when developer-tool support is enabled (deprecated: use DeveloperTool)
DeveloperTool Any target where bBuildDeveloperTools is enabled
Editor / EditorNoCommandlet Editor only / editor but not commandlets
EditorAndProgram Editor or program targets
Program Program targets only
ServerOnly / ClientOnly / ClientOnlyNoCommandlet Servers only / clients, commandlets and editor / clients and editor
External Never loaded automatically; reference only

Loading Phases (ModuleLoadingPhase)

LoadingPhase When
EarliestPossible As soon as plugins can load (GConfig exists)
PostConfigInit Right after the config system; very low-level hooks only
PostSplashScreen First screen after the system splash
PreEarlyLoadingScreen After PostConfigInit, before CoreUObject initializes
PreLoadingScreen Before the loading screen triggers
PreDefault Right before Default β€” asset types, custom classes other modules need
Default During engine init, after game modules load (most modules)
PostDefault Right after Default
PostEngineInit After the engine is fully initialized
None Never auto-loaded; use FModuleManager::Get().LoadModule()

Creating a New Module

Source/
  MyModule/
    MyModule.Build.cs
    Public/
      IMyModule.h           (public module interface, optional)
      MyModuleTypes.h
    Private/
      MyModule.cpp          (IMPLEMENT_MODULE lives here)
      MyModuleTypes.cpp
// Source/MyModule/Public/IMyModule.h
#pragma once
#include "Modules/ModuleManager.h"

class IMyModule : public IModuleInterface
{
public:
    static IMyModule& Get()
    {
        return FModuleManager::LoadModuleChecked<IMyModule>("MyModule");
    }

    static bool IsAvailable()
    {
        return FModuleManager::Get().IsModuleLoaded("MyModule");
    }
};
// Source/MyModule/Private/MyModule.cpp
#include "IMyModule.h"

class FMyModule : public IMyModule
{
public:
    virtual void StartupModule() override
    {
        // Load dependent modules, register settings, delegates, asset types
    }

    virtual void ShutdownModule() override
    {
        // Unregister in reverse order; dependencies loaded in StartupModule are still alive
    }
};

IMPLEMENT_MODULE(FMyModule, MyModule)
Macro (Modules/ModuleManager.h) Use
IMPLEMENT_MODULE(FMyModule, MyModule) Modules without gameplay classes (tools, editor, libraries)
IMPLEMENT_GAME_MODULE(FMyModule, MyModule) Modules that contain gameplay UCLASSes; expands to IMPLEMENT_MODULE
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, MyGame, "MyGame") Exactly one per game; in monolithic builds it defines the project name from UE_PROJECT_NAME; the third argument is DEPRECATED_GameName (ModuleManager.h:1100) and unused

FDefaultModuleImpl and FDefaultGameModuleImpl are ready-made classes for modules with no startup logic; FDefaultGameModuleImpl::IsGameModule() returns true so hot-reload tooling treats it as game code. The second macro argument must equal the Build.cs module name; both the monolithic and modular forms of the macro check it against UE_MODULE_NAME with UE_STATIC_ASSERT_WARN (ModuleManager.h:950, :968), which emits a "Module name mismatch" deprecation-style warning, an error only under bWarningsAsErrors. Other IModuleInterface hooks: PreUnloadCallback(), PostLoadCallback(), SupportsDynamicReloading(), SupportsAutomaticShutdown().

Then register the module in three places: the .uproject (or .uplugin) Modules array, ExtraModuleNames in every Target.cs that should build it, and the dependency lists of modules that use it. Editor-only modules ("Type": "Editor", PrivateDependencyModuleNames.Add("UnrealEd") inside if (Target.bBuildEditor)) are covered in ue-editor-tools.

Creating a Plugin

Plugins/
  MyPlugin/
    MyPlugin.uplugin
    Resources/Icon128.png
    Content/                    (only when CanContainContent is true)
    Source/
      MyPlugin/
        MyPlugin.Build.cs
        Public/  Private/MyPluginModule.cpp
      MyPluginEditor/
        MyPluginEditor.Build.cs
        Public/  Private/MyPluginEditorModule.cpp
{
    "FileVersion": 3,
    "Version": 1,
    "VersionName": "1.0",
    "FriendlyName": "My Plugin",
    "Description": "Does something useful.",
    "Category": "Gameplay",
    "CreatedBy": "MyStudio",
    "CreatedByURL": "",
    "DocsURL": "",
    "MarketplaceURL": "",
    "SupportURL": "",
    "EnabledByDefault": false,
    "CanContainContent": true,
    "IsBetaVersion": false,
    "IsExperimentalVersion": false,
    "Installed": false,
    "Modules": [
        { "Name": "MyPlugin", "Type": "Runtime", "LoadingPhase": "PreDefault" },
        { "Name": "MyPluginEditor", "Type": "Editor", "LoadingPhase": "Default", "PlatformAllowList": [ "Win64", "Mac", "Linux" ] }
    ],
    "Plugins": [
        { "Name": "GameplayAbilities", "Enabled": true },
        { "Name": "StateTree", "Enabled": true, "Optional": true }
    ]
}
  • Declare every plugin whose modules you depend on in Plugins; UBT warns "Plugin 'MyPlugin' does not list plugin 'X' as a dependency, but module 'MyPlugin' depends on module 'Y'" otherwise.
  • IsExperimentalVersion / IsBetaVersion are what the editor shows as maturity; EnabledByDefault: true enables the plugin in every project without a .uproject entry.
  • Content-only plugins omit Modules entirely and keep "CanContainContent": true.
  • Game Feature plugins (UGameFeatureData, actions) are owned by ue-game-features.
// Plugins/MyPlugin/Source/MyPlugin/MyPlugin.Build.cs β€” runtime module
using UnrealBuildTool;

public class MyPlugin : ModuleRules
{
    public MyPlugin(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "GameplayAbilities" });
    }
}
// Plugins/MyPlugin/Source/MyPluginEditor/MyPluginEditor.Build.cs β€” editor module
using UnrealBuildTool;

public class MyPluginEditor : ModuleRules
{
    public MyPluginEditor(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" });
        PrivateDependencyModuleNames.AddRange(new string[] { "MyPlugin", "UnrealEd", "ToolMenus", "PropertyEditor" });
    }
}

The runtime module never includes editor headers; gate editor code with #if WITH_EDITOR and editor dependencies with if (Target.bBuildEditor).

Engine vs project plugins: Engine/Plugins/ is shared by every project on that install; <Project>/Plugins/ travels with the project and wins on a name clash. Installed (Launcher) engines ship only precompiled engine modules: depending on an engine module that was not precompiled fails with "Missing precompiled manifest for 'X'. This module can not be referenced in a monolithic precompiled build, remove this reference or migrate to a fully compiled source build."

Which Module Provides This Type

Add to *DependencyModuleNames For Plugin to enable
Core FString, TArray, FName, UE_LOG, FModuleManager β€”
CoreUObject UObject, UClass, FInstancedStruct, reflection β€”
Engine AActor, UActorComponent, UWorld, UGameInstance, UAudioComponent β€”
InputCore FKey, EKeys β€”
EnhancedInput UInputAction, UInputMappingContext, UEnhancedInputComponent EnhancedInput
GameplayTags FGameplayTag, FGameplayTagContainer, UGameplayTagsManager β€”
GameplayTasks UGameplayTask, UGameplayTasksComponent β€”
GameplayAbilities UAbilitySystemComponent, UGameplayAbility, UGameplayEffect GameplayAbilities
NetCore FFastArraySerializer, push-model macros β€”
DeveloperSettings UDeveloperSettings β€”
Slate, SlateCore SWidget, SCompoundWidget / FSlateBrush, FSlateColor β€”
UMG UUserWidget, UButton, UTextBlock β€”
CommonUI, CommonInput UCommonActivatableWidget, UCommonButtonBase CommonUI
ModelViewViewModel UMVVMViewModelBase, UMVVMView ModelViewViewModel (Beta in 5.8)
AIModule, NavigationSystem AAIController, UBehaviorTree / UNavigationSystemV1 β€”
StateTreeModule, GameplayStateTreeModule UStateTree, FStateTreeTaskBase / UStateTreeComponent StateTree, GameplayStateTree
MassEntity, MassCore, MassSignals FMassEntityManager, UMassProcessor / FTransformFragment / UMassSignalSubsystem β€” (core modules)
Niagara UNiagaraComponent, UNiagaraSystem, UNiagaraFunctionLibrary Niagara
PCG UPCGComponent, UPCGGraph, UPCGSettings PCG
Mover UMoverComponent, UCharacterMoverComponent Mover (Experimental in 5.8)
GameplayCameras UGameplayCameraComponent, UCameraAsset GameplayCameras (Experimental in 5.8)
LevelSequence, MovieScene ULevelSequence, ULevelSequencePlayer / UMovieScene β€”
PhysicsCore, Chaos UPhysicalMaterial / Chaos solver types β€”
ProceduralMeshComponent UProceduralMeshComponent ProceduralMeshComponent
GeometryScriptingCore, GeometryFramework UGeometryScriptLibrary_MeshPrimitiveFunctions / UDynamicMesh GeometryScripting
AudioExtensions IAudioParameterControllerInterface, FAudioParameter β€”

The full table, including editor and networking modules, is in references/build-cs-reference.md.

Resolving Build Errors

Error text First thing to check
LNK2019 unresolved external symbol / LNK2001 Module missing from *DependencyModuleNames, or missing MYGAME_API on the referenced class
C1083: Cannot open include file Module missing from dependencies, or include not written relative to the module's Public/ root
#include found after .generated.h file Move #include "MyClass.generated.h" to be the last include
Expected a GENERATED_BODY() at the start of the class Add GENERATED_BODY() as the first line inside the UCLASS/USTRUCT body
Could not find definition for module 'X' No X.Build.cs found, or wrong module name in .uproject/ExtraModuleNames
Circular dependency for 'X.Build.cs' detected Extract a shared module or switch one side to DynamicallyLoadedModuleNames
Missing precompiled manifest for 'X' Installed engine cannot compile that engine module; remove the dependency or use a source build
Plugin 'X' failed to load because module 'Y' could not be found Rebuild the plugin; module not compiled for this target
Module 'X' not found - its StaticallyLinkedModuleInitializers function is null Monolithic build did not link the module; add it to ExtraModuleNames or a .uplugin

Full messages, causes, MSVC warning-level mapping, Live Coding limits and cooking failures are in references/common-build-errors.md.

Deprecated β€” do not use

Do not emit Use in 5.8 Source
bEnforceIWYU = true IWYUSupport = IWYUSupport.Full (already the default) [Obsolete("Deprecated in UE5.2 - Use IWYUSupport instead.")] in Configuration/Rules/ModuleRules.Obsolete.cs
bUseAVX = true MinCpuArchX64 = MinimumCpuArchitectureX64.AVX2 [Obsolete("bUseAVX is obsolete ... replace with MinCpuArchX64")] in ModuleRules.Obsolete.cs
ShadowVariableWarningLevel = WarningLevel.Error on ModuleRules/TargetRules CppCompileWarningSettings.ShadowVariableWarningLevel [Obsolete("Deprecated in UE5.6 ...")] in ModuleRules.Obsolete.cs, TargetRules.Obsolete.cs
UnsafeTypeCastWarningLevel = ... directly CppCompileWarningSettings.UnsafeTypeCastWarningLevel [Obsolete("Deprecated in UE5.6 ...")] in ModuleRules.Obsolete.cs, TargetRules.Obsolete.cs
bEnableUndefinedIdentifierWarnings / bUndefinedIdentifierErrors CppCompileWarningSettings.UndefinedIdentifierWarningLevel Two steps: 5.5 moved them to UndefinedIdentifierWarningLevel on the rules class, 5.6 moved that under CppCompileWarningSettings. [Obsolete(...)] in ModuleRules.Obsolete.cs, TargetRules.Obsolete.cs
DeprecationWarningLevel = ... on TargetRules CppCompileWarningSettings.DeprecationWarningLevel [Obsolete("Deprecated in UE5.6 ...")] in TargetRules.Obsolete.cs
bUsesSteam = true Remove; the flag does nothing [Obsolete("Deprecated in UE5.5 - No longer used in engine.")] in TargetRules.Obsolete.cs
bCompileChaos, bUseChaos, bCompilePhysX, bCompileAPEX, bCompileNvCloth Remove; Chaos is always enabled [Obsolete("Deprecated in UE5.1 ...")] in TargetRules.Obsolete.cs
bDisableDebugInfo = true DebugInfo = DebugInfoMode.None [Obsolete("Deprecated in UE5.4 - Replace with TargetRules.DebugInfo")] in TargetRules.Obsolete.cs
bUseFastPDBLinking = true Remove [Obsolete("Deprecated in UE5.7 - No longer recommended")] in TargetRules.Obsolete.cs
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1 … Unreal5_5 EngineIncludeOrderVersion.Unreal5_8 [Obsolete("The Unreal 5.5 include order is unsupported.")] in Configuration/Rules/TargetRules.cs
EngineIncludeOrderVersion.Unreal5_6 Unreal5_8 [Obsolete("... deprecated and will be unsupported in 5.9.")] in TargetRules.cs
"WhitelistPlatforms", "BlacklistPlatforms", "WhitelistTargets" in descriptors "PlatformAllowList", "PlatformDenyList", "TargetAllowList" deprecated-fallback readers in Configuration/Descriptors/ModuleDescriptor.cs
"Type": "Developer" "Type": "DeveloperTool" "The 'Developer' module type has been deprecated in 4.24" in ModuleDescriptor.cs
EngineIncludeOrderVersion.Latest, BuildSettingsVersion.Latest in a shipped project Pin Unreal5_8 / V7 UBT doc: "Using Latest comes with a high risk of introducing compile errors" (TargetRules.cs)

Common Mistakes

Everything in PublicDependencyModuleNames: every downstream module inherits the include paths and recompiles more often. Keep a dependency private until one of your Public/ headers needs it.

Missing MYGAME_API: the class compiles inside its own module and fails with LNK2019 from any other module. Add the macro to the class or free-function declaration, not the definition.

IMPLEMENT_MODULE name mismatch: IMPLEMENT_MODULE(FMyModule, MyGameplay) in a module whose Build.cs is MyModule emits the "Module name mismatch" warning (UE_STATIC_ASSERT_WARN, not a hard error) and, separately, fails to load in monolithic builds because the linker looks for IMPLEMENT_MODULE_MyModule. The second argument is the module name, not the class.

Editor code in a runtime module: #include "Editor.h" or UnrealEd in PublicDependencyModuleNames breaks Game, Client and Server targets. Wrap with #if WITH_EDITOR and if (Target.bBuildEditor), or move the code to an Editor-type module.

Module registered in one place only: a module must appear in .uproject/.uplugin Modules and in ExtraModuleNames of each Target.cs; missing either gives "Could not find definition for module" or a module that never loads.

Wrong LoadingPhase for registration: asset types, custom UClass registrations and console variables that other modules read at Default must load at PreDefault.

Plugin dependency not declared: a .uplugin module depending on another plugin's module without a Plugins entry produces the UBT dependency warning and breaks when the other plugin is disabled.

Relying on transitive includes: a header that compiled because Engine/World.h happened to pull it in breaks when that engine header trims its includes under a newer IncludeOrderVersion. Include what you use.

Wrong header path: including Actor.h or Engine/Actor.h fails with C1083; the file is GameFramework/Actor.h under Engine/Classes.

Related Skills

  • ue-cpp-foundations β€” UCLASS/UPROPERTY/UFUNCTION specifiers, GENERATED_BODY, what UHT needs in public headers
  • ue-editor-tools β€” editor-only modules, UnrealEd/ToolMenus/PropertyEditor dependencies, UEditorSubsystem
  • ue-testing-debugging β€” UE_LOG categories and bUseLoggingInShipping, automation test modules and targets
  • ue-game-features β€” Game Feature plugins, UGameFeatureData, UGameFeatureAction, Modular Gameplay
  • ue-project-context β€” the .agents/ue-project-context.md file that records module names, targets and enabled plugins
  • ue-data-assets-tables β€” UDataAsset, UDataTable, soft references, Asset Manager and async loading

Source: SKILL.md on GitHub

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Activeupdated 3 days ago
metadata
{
  "version": "2.0.0",
  "engine": "5.8"
}

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