quodsoler/unreal-engine-skills3 files

Ue Module Build System

Use when working with Build.cs, Target.cs, module creation, plugin setup, or build errors in Unreal Engine — including "unresolved external symbol," "cannot open include file," IWYU violations, missing API macros, or dependency configuration. See also ue-cpp-foundations for UObject macro patterns.

Specification
Skill ID
quodsoler/unreal-engine-skills/ue-module-build-system
Publisher
quodsoler
Repository
unreal-engine-skills
Installs
0
Files
3
Synced
Sep 23, 2026
How to use it

Open any RiverX project, open the Skills panel in the chat, and search for this identifier. The files are fetched from the source repository at install time.

quodsoler/unreal-engine-skills/ue-module-build-systemInstalls these files
  • SKILL.md
  • references/build-cs-reference.md
  • references/common-build-errors.md

What this skill tells the agent

UE Module & Build System

You are an expert in Unreal Engine's module and build system. You understand Unreal Build Tool (UBT), ModuleRules, TargetRules, the .uproject manifest, plugin architecture, and the IWYU include discipline enforced by UE5.

Before Starting

Read .agents/ue-project-context.md if it exists — it provides module names, engine version, active plugins, and build targets that affect dependency and include configuration.

Ask which situation applies:

  1. Configuring dependencies in an existing Build.cs
  2. Creating a new module from scratch
  3. Creating a new plugin
  4. Resolving a build error (linker, include, or IWYU)
  5. Setting up Target.cs for a new build target

Build.cs Anatomy

Every UE module has a ModuleName.Build.cs file next to its Public/ and Private/ directories.

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

public class MyModule : ModuleRules
{
    public MyModule(ReadOnlyTargetRules Target) : base(Target)
    {
        // PCH settings — use IWYU in UE5
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
        // Enable strict IWYU (recommended for new modules in UE5)
        bEnforceIWYU = true;

        // Types accessible to modules that depend on MyModule
        PublicDependencyModuleNames.AddRange(new string[]
        {
            "Core",
            "CoreUObject",
            "Engine",
        });

        // Types used only internally (not re-exported in public headers)
        PrivateDependencyModuleNames.AddRange(new string[]
        {
            "Slate",
            "SlateCore",
        });

        // Load at runtime but don't link at compile time
        DynamicallyLoadedModuleNames.Add("OnlineSubsystem");
    }
}

Public vs Private Dependencies

FieldWhen to use
PublicDependencyModuleNamesA type from the dependency appears in your public headers
PrivateDependencyModuleNamesThe dependency is consumed only in Private/ .cpp files

A common mistake: putting everything in PublicDependencyModuleNames. This bloats transitive include paths for every downstream module. Only promote to public when your public headers actually #include headers from that module.

Include Paths

// Expose extra paths to modules that depend on you
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Interfaces"));

// Expose extra paths only to this module's own source
PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Helpers"));

UBT automatically adds Public/ and Private/ — you rarely need to set these manually unless you have nested subdirectory headers you want to import without path prefixes.

API Export Macro

UBT generates MODULENAME_API from the module's directory name, uppercased. Any class, function, or variable that must be visible across DLL boundaries needs this macro:

// Public/MyClass.h
#pragma once
#include "CoreMinimal.h"

class MYMODULE_API FMyClass
{
public:
    void DoSomething();
};

// Standalone exported function
MYMODULE_API void MyFreeFunction();

Missing MYMODULE_API on a class that another module references causes "unresolved external symbol" linker errors.

PCH and IWYU

// UE5 recommended — each file includes exactly what it uses
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
bEnforceIWYU = true;

// Legacy — one monolithic PCH (avoid for new modules)
PCHUsage = PCHUsageMode.UseSharedPCHs;

With IWYU, every .cpp file includes its own .h first, then only what it directly uses:

// Private/MyClass.cpp
#include "MyClass.h"       // own header first
#include "Engine/Actor.h"  // only includes this file directly uses

Compiler Flags

// C++ exceptions — disable unless third-party code requires them
bEnableExceptions = false;

// Runtime type information — disable unless using dynamic_cast
bUseRTTI = false;

// Third-party static libraries shipped with the engine
AddEngineThirdPartyPrivateStaticDependencies(Target, "zlib", "OpenSSL");

Target.cs

Located at Source/ProjectName.Target.cs (and Source/ProjectNameEditor.Target.cs).

// 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.Latest;
        IncludeOrderVersion = EngineIncludeOrderVersion.Latest;

        // All game modules that UBT should compile
        ExtraModuleNames.AddRange(new string[] { "MyGame", "MyGameUtilities" });
    }
}

// Source/MyGameEditor.Target.cs
public class MyGameEditorTarget : TargetRules
{
    public MyGameEditorTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Editor;
        DefaultBuildSettings = BuildSettingsVersion.Latest;
        IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
        ExtraModuleNames.AddRange(new string[] { "MyGame", "MyGameEditor" });
    }
}

Target Types

TargetTypeUse for
GameStandalone game executable
EditorEditor build (includes editor-only modules)
ClientNetworked client without server logic
ServerDedicated server (no renderer)
ProgramStandalone non-game tool

Build configurations: Debug (full symbols, no optimization), DebugGame (engine optimized, game debug), Development (default; balanced), Test (like shipping but with console/stats), Shipping (final release, strips all debug).


.uproject File

{
    "FileVersion": 3,
    "EngineAssociation": "5.4",
    "Category": "",
    "Description": "",
    "Modules": [
        {
            "Name": "MyGame",
            "Type": "Runtime",
            "LoadingPhase": "Default"
        },
        {
            "Name": "MyGameEditor",
            "Type": "Editor",
            "LoadingPhase": "Default"
        }
    ],
    "Plugins": [
        {
            "Name": "ModelingToolsEditorMode",
            "Enabled": true
        },
        {
            "Name": "MyPlugin",
            "Enabled": true
        }
    ]
}

Module Types

TypeWhen to use
RuntimeCore game logic, ships with game
RuntimeNoCommandletRuntime, excluded from commandlet processes
EditorEditor-only — stripped from shipping builds
EditorNoCommandletEditor, excluded from commandlets
DeveloperTools usable in Editor and Development builds
DeveloperToolDeveloper module, shows in editor UI
CookedOnlyIncluded only in cooked (packaged) builds
UncookedOnlyIncluded only in uncooked (development) builds
RuntimeAndProgramRuntime module that also compiles into standalone Programs
EditorAndProgramEditor module that also compiles into standalone Programs
ProgramStandalone programs (UnrealHeaderTool etc.)

Loading Phases

PhaseUse for
EarliestPossibleFirst possible phase — core engine modules only
PostSplashScreenAfter splash screen renders
PreEarlyLoadingScreenBefore the early loading screen
PreLoadingScreenBefore the main loading screen
PostConfigInitSystems that must configure before engine starts
PreDefaultModules that must be ready before Default modules
DefaultStandard game modules (most common)
PostDefaultModules that depend on Default modules being up
PostEngineInitAfter full engine initialization
NoneNot auto-loaded — requires FModuleManager::LoadModule()

Creating a New Module

Directory Structure

Source/
  MyModule/
    Public/
      MyModule.h          (optional module interface header)
      MyClass.h
    Private/
      MyModule.cpp        (module registration)
      MyClass.cpp
    MyModule.Build.cs

Module Interface

// Public/MyModule.h

Use this skill in a project

Open any RiverX project, search the Skills panel for quodsoler/unreal-engine-skills/ue-module-build-system, and install it in one click.

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