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).