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ue-module-build-systemue 模块构建系统

Agent Skill

ue-module-build-system 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,996

周安装

84

GitHub Stars

125

下载量

699
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:ue-module-build-system(ue 模块构建系统)
来源仓库:https://github.com/quodsoler/unreal-engine-skills
仓库路径:skills/ue-module-build-system
安装命令:
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-module-build-system
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-module-build-system

简介

ue-module-build-system 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息。

  • 适合在 Codex、Claude、Cursor、Gemini CLI 中围绕仓库状态、代码变更或协作事项进行整理。
  • 通过 npx skills add 命令从指定仓库安装,需结合原始 README 核验具体用法。
  • 安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。
  • 当前无原始 SKILL.md 内容可参考,功能以实际实现为准。

SKILL.md

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
#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");
    }
};
// Private/MyModule.cpp
#include "MyModule.h"

class FMyModule : public IMyModule
{
public:
    virtual void StartupModule() override
    {
        // Initialize subsystems, register delegates, etc.
    }

    virtual void ShutdownModule() override
    {
        // Unregister delegates, clean up
    }
};

// Use IMPLEMENT_MODULE for non-gameplay modules
IMPLEMENT_MODULE(FMyModule, MyModule)

// Use IMPLEMENT_GAME_MODULE for modules containing UObject/gameplay code
// IMPLEMENT_GAME_MODULE(FMyModule, MyModule)

// Use IMPLEMENT_PRIMARY_GAME_MODULE for the main game module
// IMPLEMENT_PRIMARY_GAME_MODULE(FMyModule, MyGame, "MyGame")

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

{
    "Name": "MyModule",
    "Type": "Runtime",
    "LoadingPhase": "Default"
}

Creating a Plugin

Directory Structure

Plugins/
  MyPlugin/
    MyPlugin.uplugin
    Source/
      MyPlugin/
        Public/
          IMyPlugin.h
        Private/
          MyPlugin.cpp
        MyPlugin.Build.cs
      MyPluginEditor/           (optional editor-only module)
        Public/
        Private/
          MyPluginEditor.cpp
        MyPluginEditor.Build.cs
    Content/                    (optional, for content plugins)
    Resources/
      Icon128.png

.uplugin File

{
    "FileVersion": 3,
    "Version": 1,
    "VersionName": "1.0",
    "FriendlyName": "My Plugin",
    "Description": "Does something useful.",
    "Category": "Gameplay",
    "CreatedBy": "MyStudio",
    "CreatedByURL": "",
    "DocsURL": "",
    "MarketplaceURL": "",
    "CanContainContent": true,
    "IsBetaVersion": false,
    "IsExperimentalVersion": false,
    "Installed": false,
    "Modules": [
        {
            "Name": "MyPlugin",
            "Type": "Runtime",
            "LoadingPhase": "Default"
        },
        {
            "Name": "MyPluginEditor",
            "Type": "Editor",
            "LoadingPhase": "Default"
        }
    ]
}

Plugin with Runtime + Editor Modules

The runtime module must not include editor-only headers. Gate editor code:

// MyPlugin.Build.cs — runtime module
public class MyPlugin : ModuleRules
{
    public MyPlugin(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" });

        // Editor-only dependency, only when compiling an editor build
        if (Target.bBuildEditor)
        {
            PrivateDependencyModuleNames.Add("UnrealEd");
        }
    }
}
// MyPluginEditor.Build.cs — editor module
public class MyPluginEditor : ModuleRules
{
    public MyPluginEditor(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "UnrealEd" });
        PrivateDependencyModuleNames.Add("MyPlugin");
    }
}

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 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. For error message lookup, see references/common-build-errors.md.

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02

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能力 3

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展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

37.53%
按下载量换算262

Claude

31.71%
按下载量换算222

Cursor

17.9%
按下载量换算125

Gemini CLI

9.97%
按下载量换算70

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

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安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

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