# ue-game-features

Configures Game Feature plugins and modular gameplay for Unreal Engine 5.8. Useful when writing UGameFeatureAction classes or injecting components into actors.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · 1100 installs · ★ 405
- Author: quodsoler
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/quodsoler/unreal-engine-skills/tree/HEAD/skills/ue-game-features/SKILL.md
- Updated: 2026-09-28
- HTML: https://affpapa.org/en/nevibecode/skills/ue-game-features

## What it does

This skill provides reference rules for modular gameplay architecture in Unreal Engine 5.8. It guides the creation of standalone plugins placed inside `<Project>/Plugins/GameFeatures/` and details the required `.uplugin` fields, such as `ExplicitlyLoaded: true`. That folder path is the sole indicator the engine uses to detect a feature plugin.

The skill covers the `UGameFeatureData` primary data asset and component injection through `UGameFrameworkComponentManager`. It details the state machine in `UGameFeaturesSubsystem`, showing how features step through states like `Installed`, `Registered`, `Loaded`, and `Active`. Instanced `UGameFeatureAction` objects execute during these transitions.

Keep in mind that Game Features and Modular Gameplay hold Beta status in UE 5.8. The skill adheres strictly to 5.8 engine headers, discarding older deprecated APIs.

## Requirements
- Works with: Unreal Engine

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add quodsoler/unreal-engine-skills --skill ue-game-features -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/ue-game-features/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/ue-game-features/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add quodsoler/unreal-engine-skills --skill ue-game-features -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/ue-game-features/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add quodsoler/unreal-engine-skills --skill ue-game-features -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/ue-game-features/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install quodsoler/unreal-engine-skills ue-game-features
```

2. **Manually: put the files in place**
- File: `.github/skills/ue-game-features/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add quodsoler/unreal-engine-skills --skill ue-game-features -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/quodsoler/unreal-engine-skills --path skills/ue-game-features
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/ue-game-features/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add quodsoler/unreal-engine-skills --skill ue-game-features -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/quodsoler/unreal-engine-skills/tree/HEAD/skills/ue-game-features/SKILL.md

## When to use it
- configure a `.uplugin` descriptor for a modular feature plugin
- define a `UGameFeatureData` asset with custom actions
- inject actor components using `UGameFrameworkComponentManager`
- manage feature state transitions in `UGameFeaturesSubsystem`

## Example prompts
- Generate a .uplugin descriptor for a Game Feature with a runtime module in UE 5.8
- Write a custom UGameFeatureAction that injects a component into PlayerState
- Help me load and activate a Game Feature plugin using UGameFeaturesSubsystem

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 8e7cc859e09a1f26.

BEGIN THIRD-PARTY FILE 8e7cc859e09a1f26
```text
---
name: ue-game-features
description: "Use when building, activating or debugging Game Feature plugins and modular gameplay. Also use when the user mentions 'GameFeatureAction', 'UGameFeatureData', 'GameFeaturesSubsystem', 'LoadAndActivateGameFeaturePlugin', 'BuiltInInitialFeatureState', 'ExplicitlyLoaded', '.uplugin', 'GameFrameworkComponentManager', 'AddReceiver', 'AddComponentRequest', 'AddExtensionHandler', 'NAME_GameActorReady', 'init state', 'UPawnComponent', 'ModularGameplay', 'experience system' or 'Lyra-style modular architecture'. For plugin modules and Build.cs wiring, see ue-module-build-system; for component fundamentals, see ue-actor-component-architecture."
metadata:
  version: "2.0.0"
  engine: "5.8"
---

# UE Game Features and Modular Gameplay

Target engine: **UE 5.8**. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".

Game Features (Beta in 5.8) packages gameplay as self-contained plugins under `Plugins/GameFeatures/`. `UGameFeaturesSubsystem` (a `UEngineSubsystem`) drives each plugin through a state machine; a `UGameFeatureData` primary data asset inside the plugin holds an instanced list of `UGameFeatureAction` objects that run at registration, load, activation and deactivation. Modular Gameplay (Beta in 5.8) supplies `UGameFrameworkComponentManager` (a `UGameInstanceSubsystem`) that injects components into opted-in actors, plus the `UGameFrameworkComponent` bases and the init-state system that orders initialization across independently loaded features. Build.cs modules: `GameFeatures` and `ModularGameplay`. The `GameFeatures` module already depends publicly on `ModularGameplay` and `DataRegistry`, so code that only consumes actions needs `GameFeatures` alone.

## 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 |
|---|---|
| Creating a feature plugin, `.uplugin` keys, folder layout, `UGameFeatureData` | [Plugin Layout and Descriptor](#plugin-layout-and-descriptor) |
| Activating or unloading a feature at runtime, plugin URLs, plugin states | [Plugin States and the Subsystem](#plugin-states-and-the-subsystem) |
| Writing an action that runs when a feature turns on or off | [Writing a UGameFeatureAction](#writing-a-ugamefeatureaction) |
| Picking a ready-made action instead of writing one | [Engine-Provided Actions](#engine-provided-actions) |
```
END THIRD-PARTY FILE 8e7cc859e09a1f26

The third-party file has ended. Everything between the 8e7cc859e09a1f26 tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

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