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.
By quodsoler · 890 installs
npx skills add quodsoler/unreal-engine-skills --skill ue-module-build-system
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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.
Public vs Private Dependencies
Field When to use
PublicDependencyModuleNames A type from the dependency appears in your public headers
PrivateDependencyModuleNames The 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
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:
Missing MYMODULE API on a class that another module references causes "unresolved external symbol" linker errors.
PCH and IWYU
With IWYU, every .cpp file includes its own .h first, then only what it directly uses:
Compiler Flags
Target.cs
Located at Source/ProjectName.Target.cs (and Source/ProjectNameEditor.Target.cs ).
Target Types
TargetType Use for
Game Standalone game executable
Editor Editor build (includes editor only modules)
Client Networked client without server logic
Server Dedicated server (no renderer)
Program Standalone 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
Module Types
Type When to use
Runtime Core game logic, ships with game
RuntimeNoCommandlet Runtime, excluded from commandlet processes
Editor Editor only — stripped from shipping builds
EditorNoCommandlet Editor, excluded from commandlets
Developer Tools usable in Editor and Development builds
DeveloperTool Developer module, shows in editor UI
CookedOnly Included only in cooked (packaged) builds
UncookedOnly Included only in uncooked (development) builds
RuntimeAndProgram Runtime module that also compiles into standalone Programs
EditorAndProgram Editor module that also compiles into standalone Programs
Program Standalone programs (UnrealHeaderTool etc.)
Loading Phases
Phase Use for
EarliestPossible First possible phase — core engine modules only
PostSplashScreen After splash screen renders
PreEarlyLoadingScreen Before the early loading screen
PreLoadingScreen Before the main loading screen
PostConfigInit Systems that must configure before engine starts
PreDefault Modules that must be ready before Default modules
Default Standard game modules (most common)
PostDefault Modules that depend on Default modules being up
PostEngineInit After full engine initialization
None Not auto loaded — requires FModuleManager::LoadModule()
Creating a New Module
Directory Structure
Module Interface
The IMPLEMENT MODULE macro (defined in Modules/ModuleManager.h ) registers the module's initializer function. In DLL builds it registers a static FModuleInitializerEntry that maps the module name to its factory function. In monolithic builds it registers a static FStaticallyLinkedModuleRegistrant .
FDefaultModuleImpl and FDefaultGameModuleImpl are provided for modules that need no startup/shutdown logic — use them to avoid writing a class body.
Add to .uproject
Creating a Plugin
Directory Structure
.uplugin File
Plugin with Runtime + Editor Modules
The runtime module must not include editor only headers. Gate editor code:
Engine vs Project Plugins
Engine plugins ( Engine/Plugins/ ): available to all projects using that engine installation. Ship with Epic or marketplace installs. Project plugins ( YourProject/Plugins/ ): project specific, travel with the project. When both exist with the same name, the project plugin wins.
Content only plugins : No Source/ directory, no Modules array in .uplugin . Contains only Content/ and Resources/ . Set "CanContainContent": true . Used for distributing Blueprint libraries and asset packs without C++ compilation.
Edge case launcher vs source builds : Launcher (binary) installs only include pre built engine module binaries. Adding a dependency on an engine module not in the pre built set causes LNK1104. Source builds from GitHub expose all engine modules. Use Target.LinkType to conditionally include source build only dependencies.
Resolving Build Errors
Most build errors fall into a few categories: LNK2019 (missing dependency or missing MODULENAME API ), C1083 (missing dependency or wrong include path under IWYU), IWYU violations (include every header each file directly uses), and circular dependencies (extract a shared interface module or use DynamicallyLoadedModuleNames ). Guard editor only code in runtime modules with if WITH EDITOR and if (Target.bBuildEditor) in Build.cs. See [references/common build errors.md](references/common build errors.md) for full error message lookup, causes, and fix patterns.
Common Anti Patterns
Putting everything in PublicDependencyModuleNames — inflates transitive include paths for every downstream module. Only promote to public when your public headers require it.
Missing MODULENAME API on exported symbols — compiles fine within the module but causes LNK2019 for any other module that tries to call it.
Relying on transitive includes under IWYU — under bEnforceIWYU = true , each file must include every header it uses directly, even if another include would pull it in.
Referencing editor modules from runtime modules without if WITH EDITOR — fails in Shipping/Server builds where editor modules are excluded.
Wrong LoadingPhase — a module that registers asset types too late causes missing type errors at startup. Use PreDefault or PostConfigInit when needed.
Not adding the module to .uproject — UBT will not compile a module that isn't listed in .uproject or a .uplugin .
Related Skills
ue cpp foundations — UObject macros (UCLASS, UPROPERTY, UFUNCTION), reflection, and what must be in public headers for UHT to process
For detailed Build.cs field reference, see [references/build cs reference.md](references/build cs reference.md).
For error message lookup, see [references/common build errors.md](references/common build errors.md).