ue-module-build-system
Use when writing or fixing Build.cs, Target.cs, .uproject or .uplugin files, creating a module or plugin, or resolving an Unreal build error. Also use when the user mentions 'unresolved external symbol', 'LNK2019', 'cannot open include file', 'C1083', 'MODULENAME_API', 'PublicDependencyModuleNames', 'IWYU', 'PCHUsage', 'IMPLEMENT_MODULE', 'IMPLEMENT_PRIMARY_GAME_MODULE', 'LoadingPhase', 'circular dependency', 'Missing precompiled manifest', 'EngineAssociation', 'IncludeOrderVersion', 'Live Coding'. For UCLASS/UPROPERTY rules see ue-cpp-foundations; for editor modules see ue-editor-tools; for Game Feature plugins see ue-game-features.
How do I install this agent skill?
npx skills add https://github.com/quodsoler/unreal-engine-skills --skill ue-module-build-systemIs this agent skill safe to install?
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The skill provides expert guidance and templates for working with Unreal Engine's module and build system. No security issues were detected.
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Score: 93/100 · 2 sections analyzed
What does this agent skill do?
UE Module & Build System
Target engine: UE 5.8. APIs below are verified against the 5.8 headers and UnrealBuildTool sources; older forms are listed under "Deprecated — do not use".
This skill covers UnrealBuildTool (UBT) ModuleRules (*.Build.cs) and TargetRules (*.Target.cs), the .uproject and .uplugin descriptors, module registration (IModuleInterface and IMPLEMENT_MODULE in Modules/ModuleManager.h, module Core), plugin discovery (IPluginManager in Interfaces/IPluginManager.h, module Projects), and the compiler, linker, UHT and UBT errors those files cause.
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 |
|---|---|
Dependencies, include paths, PCH, warnings in an existing Build.cs | Build.cs Anatomy |
Target.cs, BuildSettingsVersion, IncludeOrderVersion, target types | Target.cs |
.uproject, module Type, LoadingPhase, enabling plugins | .uproject File |
Adding a module (IMPLEMENT_MODULE, module interface, StartupModule) | Creating a New Module |
Adding a plugin (.uplugin, runtime + editor modules, dependencies) | Creating a Plugin |
| "Which module do I add to use type X?" | Which Module Provides This Type |
| LNK2019, C1083, UHT, UBT or runtime module-load errors | Resolving Build Errors |
Build.cs Anatomy
Every module has <ModuleName>.Build.cs next to its Public/ and Private/ folders. The class name must equal the module name.
// Source/MyGame/MyGame.Build.cs
using UnrealBuildTool;
public class MyGame : ModuleRules
{
public MyGame(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
// Types from these modules appear in this module's Public/ headers
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"EnhancedInput",
});
// Used only inside Private/ .cpp files; not re-exported downstream
PrivateDependencyModuleNames.AddRange(new string[]
{
"Slate",
"SlateCore",
"UMG",
});
// Loaded through FModuleManager at runtime, never linked
DynamicallyLoadedModuleNames.Add("OnlineSubsystem");
}
}
Public vs Private Dependencies
| Field | Use when |
|---|---|
PublicDependencyModuleNames | A type from the module appears in one of your Public/ headers (base class, member, parameter, return type, UPROPERTY). Downstream modules inherit the include paths. |
PrivateDependencyModuleNames | The module is used only in Private/ .cpp files or private headers. |
PublicIncludePathModuleNames / PrivateIncludePathModuleNames | You need the module's headers (forward declarations, inline types) but link nothing from it. |
DynamicallyLoadedModuleNames | You call FModuleManager::Get().LoadModule(...) yourself; UBT only ensures the module is built. |
Start private and promote to public only when a public header forces it. Everything-public inflates compile time for every downstream module.
Include Paths and IWYU
UBT discovers Public/, Internal/ and Private/ automatically; PublicIncludePaths/PrivateIncludePaths exist for extra subfolders only. Under BuildSettingsVersion.V2 and later, bLegacyPublicIncludePaths is false, so headers from other modules are written relative to that module's Public/ (or Classes/) root:
// Source/MyGame/Private/MyActor.cpp
#include "MyActor.h" // own header first
#include "GameFramework/Actor.h" // Engine/Classes/GameFramework/Actor.h
#include "Engine/World.h" // only what this file uses directly
#include "GameFramework/PlayerController.h"
IWYUSupport defaults to IWYUSupport.Full, which lets UnrealBuildTool -Mode=IWYU rewrite the module's includes; set IWYUSupport = IWYUSupport.KeepAsIs for code you maintain by hand.
API Export Macro
UBT defines <MODULENAME>_API (module name upper-cased plus _API) as DLLEXPORT while compiling the module and DLLIMPORT for importers; monolithic builds define it empty. Anything referenced from another module needs it:
// Source/MyGame/Public/MyGameTypes.h
#pragma once
#include "CoreMinimal.h"
class MYGAME_API FMyGameTypes
{
public:
void DoSomething();
};
MYGAME_API void MyGameFreeFunction();
Engine headers wrap this as #define UE_API CORE_API at the top of a file and #undef UE_API at the bottom (Async/Mutex.h). That is an engine-only convention; project code writes MYGAME_API directly. Missing MYGAME_API on a class another module references is the most common cause of LNK2019.
Warnings and Compiler Flags
bWarningsAsErrors = true;
CppCompileWarningSettings.ShadowVariableWarningLevel = WarningLevel.Error; // MSVC C4456/C4458/C4459
CppCompileWarningSettings.UnsafeTypeCastWarningLevel = WarningLevel.Warning; // MSVC C4244/C4838
CppCompileWarningSettings.DeprecationWarningLevel = WarningLevel.Error; // MSVC C4996 from UE_DEPRECATED
bEnableExceptions = false; // default; enable only for third-party code that throws
bUseRTTI = false; // default; enable only for third-party dynamic_cast/typeid
CppStandard = CppStandardVersion.Cpp20; // per-module override; the engine default is Cpp20
bUseUnity = false; // opt this module out of unity builds
// Engine-bundled third-party libraries (Engine/Source/ThirdParty/<Name>/<Name>.Build.cs)
AddEngineThirdPartyPrivateStaticDependencies(Target, "zlib", "OpenSSL", "libcurl");
Every ModuleRules field, the RuntimeDependencies API, platform conditionals and the full engine module table are in references/build-cs-reference.md.
Target.cs
Source/MyGame.Target.cs and Source/MyGameEditor.Target.cs. The class must be named <FileName>Target; UBT otherwise fails with "Expecting to find a type to be declared in a target rules named 'MyGameTarget'".
// 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.V7;
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_8;
ExtraModuleNames.Add("MyGame");
}
}
Source/MyGameEditor.Target.cs declares MyGameEditorTarget with the same body except Type = TargetType.Editor; and ExtraModuleNames.AddRange(new string[] { "MyGame", "MyGameEditor" });.
BuildSettingsVersion.V7is what 5.8 project templates emit (Latestalso equalsV7). Pin the explicit value;Latestchanges meaning on every engine upgrade.EngineIncludeOrderVersion.Unreal5_8selects theUE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_8define that keeps removed implicit engine includes available to your code.Unreal5_1–Unreal5_5are[Obsolete]and unsupported;Unreal5_6is deprecated. A module may override withModuleRules.IncludeOrderVersion.
BuildSettingsVersion | Defaults it turns on |
|---|---|
V2 | PCHUsage = UseExplicitOrSharedPCHs, bLegacyPublicIncludePaths = false |
V3 | bLegacyParentIncludePaths = false |
V4 | CppStandard default becomes Cpp20, WindowsPlatform.bStrictConformanceMode = true |
V5 | bValidateFormatStrings = true |
V6 | WindowsPlatform.bStrictInlineConformance = true, UndefinedIdentifierWarningLevel = Error |
V7 (= Latest) | ReturnTypeWarningLevel, DanglingWarningLevel, UnreachableCodeWarningLevel = Error |
TargetType | Builds |
|---|---|
Game | Standalone game executable |
Editor | Editor build; includes Editor-type modules |
Client | Networked client without server-only code |
Server | Dedicated server, no renderer |
Program | Standalone tool (needs bCompileAgainstEngine/bCompileAgainstCoreUObject choices) |
Build configurations (UnrealTargetConfiguration): Debug, DebugGame (engine optimized, game unoptimized), Development (default), Test, Shipping. Useful target switches: bUseUnityBuild, bUseLoggingInShipping, bUseChecksInShipping, bWithLiveCoding, LinkType = TargetLinkType.Monolithic, GlobalDefinitions/ProjectDefinitions, and bOverrideBuildEnvironment = true to "ignore violations to the shared build environment (eg. editor targets modifying definitions)".
.uproject File
{
"FileVersion": 3,
"EngineAssociation": "5.8",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "MyGame",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [ "Engine", "AIModule", "UMG" ]
},
{ "Name": "MyGameEditor", "Type": "Editor", "LoadingPhase": "Default" }
],
"Plugins": [
{ "Name": "ModelingToolsEditorMode", "Enabled": true, "TargetAllowList": [ "Editor" ] },
{ "Name": "StateTree", "Enabled": true },
{ "Name": "MyPlugin", "Enabled": true, "Optional": true }
]
}
AdditionalDependencies is the descriptor's "list of additional dependencies for building this module". Plugin references accept Name, Enabled, Optional, TargetAllowList/TargetDenyList, PlatformAllowList/PlatformDenyList, TargetConfigurationAllowList.
Module Types (ModuleHostType)
Type | Loaded by |
|---|---|
Runtime | Any target using the UE runtime (the default for game code) |
RuntimeNoCommandlet | Any target except commandlets |
RuntimeAndProgram | Any target or program |
CookedOnly / UncookedOnly | Cooked builds only / uncooked (editor, PIE) builds only — UncookedOnly is the type for Blueprint node (K2Node) modules |
Developer | Only when developer-tool support is enabled (deprecated: use DeveloperTool) |
DeveloperTool | Any target where bBuildDeveloperTools is enabled |
Editor / EditorNoCommandlet | Editor only / editor but not commandlets |
EditorAndProgram | Editor or program targets |
Program | Program targets only |
ServerOnly / ClientOnly / ClientOnlyNoCommandlet | Servers only / clients, commandlets and editor / clients and editor |
External | Never loaded automatically; reference only |
Loading Phases (ModuleLoadingPhase)
LoadingPhase | When |
|---|---|
EarliestPossible | As soon as plugins can load (GConfig exists) |
PostConfigInit | Right after the config system; very low-level hooks only |
PostSplashScreen | First screen after the system splash |
PreEarlyLoadingScreen | After PostConfigInit, before CoreUObject initializes |
PreLoadingScreen | Before the loading screen triggers |
PreDefault | Right before Default — asset types, custom classes other modules need |
Default | During engine init, after game modules load (most modules) |
PostDefault | Right after Default |
PostEngineInit | After the engine is fully initialized |
None | Never auto-loaded; use FModuleManager::Get().LoadModule() |
Creating a New Module
Source/
MyModule/
MyModule.Build.cs
Public/
IMyModule.h (public module interface, optional)
MyModuleTypes.h
Private/
MyModule.cpp (IMPLEMENT_MODULE lives here)
MyModuleTypes.cpp
// Source/MyModule/Public/IMyModule.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");
}
};
// Source/MyModule/Private/MyModule.cpp
#include "IMyModule.h"
class FMyModule : public IMyModule
{
public:
virtual void StartupModule() override
{
// Load dependent modules, register settings, delegates, asset types
}
virtual void ShutdownModule() override
{
// Unregister in reverse order; dependencies loaded in StartupModule are still alive
}
};
IMPLEMENT_MODULE(FMyModule, MyModule)
Macro (Modules/ModuleManager.h) | Use |
|---|---|
IMPLEMENT_MODULE(FMyModule, MyModule) | Modules without gameplay classes (tools, editor, libraries) |
IMPLEMENT_GAME_MODULE(FMyModule, MyModule) | Modules that contain gameplay UCLASSes; expands to IMPLEMENT_MODULE |
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, MyGame, "MyGame") | Exactly one per game; in monolithic builds it defines the project name from UE_PROJECT_NAME; the third argument is DEPRECATED_GameName (ModuleManager.h:1100) and unused |
FDefaultModuleImpl and FDefaultGameModuleImpl are ready-made classes for modules with no startup logic; FDefaultGameModuleImpl::IsGameModule() returns true so hot-reload tooling treats it as game code. The second macro argument must equal the Build.cs module name; both the monolithic and modular forms of the macro check it against UE_MODULE_NAME with UE_STATIC_ASSERT_WARN (ModuleManager.h:950, :968), which emits a "Module name mismatch" deprecation-style warning, an error only under bWarningsAsErrors. Other IModuleInterface hooks: PreUnloadCallback(), PostLoadCallback(), SupportsDynamicReloading(), SupportsAutomaticShutdown().
Then register the module in three places: the .uproject (or .uplugin) Modules array, ExtraModuleNames in every Target.cs that should build it, and the dependency lists of modules that use it. Editor-only modules ("Type": "Editor", PrivateDependencyModuleNames.Add("UnrealEd") inside if (Target.bBuildEditor)) are covered in ue-editor-tools.
Creating a Plugin
Plugins/
MyPlugin/
MyPlugin.uplugin
Resources/Icon128.png
Content/ (only when CanContainContent is true)
Source/
MyPlugin/
MyPlugin.Build.cs
Public/ Private/MyPluginModule.cpp
MyPluginEditor/
MyPluginEditor.Build.cs
Public/ Private/MyPluginEditorModule.cpp
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "My Plugin",
"Description": "Does something useful.",
"Category": "Gameplay",
"CreatedBy": "MyStudio",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"EnabledByDefault": false,
"CanContainContent": true,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
"Installed": false,
"Modules": [
{ "Name": "MyPlugin", "Type": "Runtime", "LoadingPhase": "PreDefault" },
{ "Name": "MyPluginEditor", "Type": "Editor", "LoadingPhase": "Default", "PlatformAllowList": [ "Win64", "Mac", "Linux" ] }
],
"Plugins": [
{ "Name": "GameplayAbilities", "Enabled": true },
{ "Name": "StateTree", "Enabled": true, "Optional": true }
]
}
- Declare every plugin whose modules you depend on in
Plugins; UBT warns "Plugin 'MyPlugin' does not list plugin 'X' as a dependency, but module 'MyPlugin' depends on module 'Y'" otherwise. IsExperimentalVersion/IsBetaVersionare what the editor shows as maturity;EnabledByDefault: trueenables the plugin in every project without a.uprojectentry.- Content-only plugins omit
Modulesentirely and keep"CanContainContent": true. - Game Feature plugins (
UGameFeatureData, actions) are owned byue-game-features.
// Plugins/MyPlugin/Source/MyPlugin/MyPlugin.Build.cs — runtime module
using UnrealBuildTool;
public class MyPlugin : ModuleRules
{
public MyPlugin(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "GameplayAbilities" });
}
}
// Plugins/MyPlugin/Source/MyPluginEditor/MyPluginEditor.Build.cs — editor module
using UnrealBuildTool;
public class MyPluginEditor : ModuleRules
{
public MyPluginEditor(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" });
PrivateDependencyModuleNames.AddRange(new string[] { "MyPlugin", "UnrealEd", "ToolMenus", "PropertyEditor" });
}
}
The runtime module never includes editor headers; gate editor code with #if WITH_EDITOR and editor dependencies with if (Target.bBuildEditor).
Engine vs project plugins: Engine/Plugins/ is shared by every project on that install; <Project>/Plugins/ travels with the project and wins on a name clash. Installed (Launcher) engines ship only precompiled engine modules: depending on an engine module that was not precompiled fails with "Missing precompiled manifest for 'X'. This module can not be referenced in a monolithic precompiled build, remove this reference or migrate to a fully compiled source build."
Which Module Provides This Type
Add to *DependencyModuleNames | For | Plugin to enable |
|---|---|---|
Core | FString, TArray, FName, UE_LOG, FModuleManager | — |
CoreUObject | UObject, UClass, FInstancedStruct, reflection | — |
Engine | AActor, UActorComponent, UWorld, UGameInstance, UAudioComponent | — |
InputCore | FKey, EKeys | — |
EnhancedInput | UInputAction, UInputMappingContext, UEnhancedInputComponent | EnhancedInput |
GameplayTags | FGameplayTag, FGameplayTagContainer, UGameplayTagsManager | — |
GameplayTasks | UGameplayTask, UGameplayTasksComponent | — |
GameplayAbilities | UAbilitySystemComponent, UGameplayAbility, UGameplayEffect | GameplayAbilities |
NetCore | FFastArraySerializer, push-model macros | — |
DeveloperSettings | UDeveloperSettings | — |
Slate, SlateCore | SWidget, SCompoundWidget / FSlateBrush, FSlateColor | — |
UMG | UUserWidget, UButton, UTextBlock | — |
CommonUI, CommonInput | UCommonActivatableWidget, UCommonButtonBase | CommonUI |
ModelViewViewModel | UMVVMViewModelBase, UMVVMView | ModelViewViewModel (Beta in 5.8) |
AIModule, NavigationSystem | AAIController, UBehaviorTree / UNavigationSystemV1 | — |
StateTreeModule, GameplayStateTreeModule | UStateTree, FStateTreeTaskBase / UStateTreeComponent | StateTree, GameplayStateTree |
MassEntity, MassCore, MassSignals | FMassEntityManager, UMassProcessor / FTransformFragment / UMassSignalSubsystem | — (core modules) |
Niagara | UNiagaraComponent, UNiagaraSystem, UNiagaraFunctionLibrary | Niagara |
PCG | UPCGComponent, UPCGGraph, UPCGSettings | PCG |
Mover | UMoverComponent, UCharacterMoverComponent | Mover (Experimental in 5.8) |
GameplayCameras | UGameplayCameraComponent, UCameraAsset | GameplayCameras (Experimental in 5.8) |
LevelSequence, MovieScene | ULevelSequence, ULevelSequencePlayer / UMovieScene | — |
PhysicsCore, Chaos | UPhysicalMaterial / Chaos solver types | — |
ProceduralMeshComponent | UProceduralMeshComponent | ProceduralMeshComponent |
GeometryScriptingCore, GeometryFramework | UGeometryScriptLibrary_MeshPrimitiveFunctions / UDynamicMesh | GeometryScripting |
AudioExtensions | IAudioParameterControllerInterface, FAudioParameter | — |
The full table, including editor and networking modules, is in references/build-cs-reference.md.
Resolving Build Errors
| Error text | First thing to check |
|---|---|
LNK2019 unresolved external symbol / LNK2001 | Module missing from *DependencyModuleNames, or missing MYGAME_API on the referenced class |
C1083: Cannot open include file | Module missing from dependencies, or include not written relative to the module's Public/ root |
#include found after .generated.h file | Move #include "MyClass.generated.h" to be the last include |
Expected a GENERATED_BODY() at the start of the class | Add GENERATED_BODY() as the first line inside the UCLASS/USTRUCT body |
Could not find definition for module 'X' | No X.Build.cs found, or wrong module name in .uproject/ExtraModuleNames |
Circular dependency for 'X.Build.cs' detected | Extract a shared module or switch one side to DynamicallyLoadedModuleNames |
Missing precompiled manifest for 'X' | Installed engine cannot compile that engine module; remove the dependency or use a source build |
Plugin 'X' failed to load because module 'Y' could not be found | Rebuild the plugin; module not compiled for this target |
Module 'X' not found - its StaticallyLinkedModuleInitializers function is null | Monolithic build did not link the module; add it to ExtraModuleNames or a .uplugin |
Full messages, causes, MSVC warning-level mapping, Live Coding limits and cooking failures are in references/common-build-errors.md.
Deprecated — do not use
| Do not emit | Use in 5.8 | Source |
|---|---|---|
bEnforceIWYU = true | IWYUSupport = IWYUSupport.Full (already the default) | [Obsolete("Deprecated in UE5.2 - Use IWYUSupport instead.")] in Configuration/Rules/ModuleRules.Obsolete.cs |
bUseAVX = true | MinCpuArchX64 = MinimumCpuArchitectureX64.AVX2 | [Obsolete("bUseAVX is obsolete ... replace with MinCpuArchX64")] in ModuleRules.Obsolete.cs |
ShadowVariableWarningLevel = WarningLevel.Error on ModuleRules/TargetRules | CppCompileWarningSettings.ShadowVariableWarningLevel | [Obsolete("Deprecated in UE5.6 ...")] in ModuleRules.Obsolete.cs, TargetRules.Obsolete.cs |
UnsafeTypeCastWarningLevel = ... directly | CppCompileWarningSettings.UnsafeTypeCastWarningLevel | [Obsolete("Deprecated in UE5.6 ...")] in ModuleRules.Obsolete.cs, TargetRules.Obsolete.cs |
bEnableUndefinedIdentifierWarnings / bUndefinedIdentifierErrors | CppCompileWarningSettings.UndefinedIdentifierWarningLevel | Two steps: 5.5 moved them to UndefinedIdentifierWarningLevel on the rules class, 5.6 moved that under CppCompileWarningSettings. [Obsolete(...)] in ModuleRules.Obsolete.cs, TargetRules.Obsolete.cs |
DeprecationWarningLevel = ... on TargetRules | CppCompileWarningSettings.DeprecationWarningLevel | [Obsolete("Deprecated in UE5.6 ...")] in TargetRules.Obsolete.cs |
bUsesSteam = true | Remove; the flag does nothing | [Obsolete("Deprecated in UE5.5 - No longer used in engine.")] in TargetRules.Obsolete.cs |
bCompileChaos, bUseChaos, bCompilePhysX, bCompileAPEX, bCompileNvCloth | Remove; Chaos is always enabled | [Obsolete("Deprecated in UE5.1 ...")] in TargetRules.Obsolete.cs |
bDisableDebugInfo = true | DebugInfo = DebugInfoMode.None | [Obsolete("Deprecated in UE5.4 - Replace with TargetRules.DebugInfo")] in TargetRules.Obsolete.cs |
bUseFastPDBLinking = true | Remove | [Obsolete("Deprecated in UE5.7 - No longer recommended")] in TargetRules.Obsolete.cs |
IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_1 … Unreal5_5 | EngineIncludeOrderVersion.Unreal5_8 | [Obsolete("The Unreal 5.5 include order is unsupported.")] in Configuration/Rules/TargetRules.cs |
EngineIncludeOrderVersion.Unreal5_6 | Unreal5_8 | [Obsolete("... deprecated and will be unsupported in 5.9.")] in TargetRules.cs |
"WhitelistPlatforms", "BlacklistPlatforms", "WhitelistTargets" in descriptors | "PlatformAllowList", "PlatformDenyList", "TargetAllowList" | deprecated-fallback readers in Configuration/Descriptors/ModuleDescriptor.cs |
"Type": "Developer" | "Type": "DeveloperTool" | "The 'Developer' module type has been deprecated in 4.24" in ModuleDescriptor.cs |
EngineIncludeOrderVersion.Latest, BuildSettingsVersion.Latest in a shipped project | Pin Unreal5_8 / V7 | UBT doc: "Using Latest comes with a high risk of introducing compile errors" (TargetRules.cs) |
Common Mistakes
Everything in PublicDependencyModuleNames: every downstream module inherits the include paths and recompiles more often. Keep a dependency private until one of your Public/ headers needs it.
Missing MYGAME_API: the class compiles inside its own module and fails with LNK2019 from any other module. Add the macro to the class or free-function declaration, not the definition.
IMPLEMENT_MODULE name mismatch: IMPLEMENT_MODULE(FMyModule, MyGameplay) in a module whose Build.cs is MyModule emits the "Module name mismatch" warning (UE_STATIC_ASSERT_WARN, not a hard error) and, separately, fails to load in monolithic builds because the linker looks for IMPLEMENT_MODULE_MyModule. The second argument is the module name, not the class.
Editor code in a runtime module: #include "Editor.h" or UnrealEd in PublicDependencyModuleNames breaks Game, Client and Server targets. Wrap with #if WITH_EDITOR and if (Target.bBuildEditor), or move the code to an Editor-type module.
Module registered in one place only: a module must appear in .uproject/.uplugin Modules and in ExtraModuleNames of each Target.cs; missing either gives "Could not find definition for module" or a module that never loads.
Wrong LoadingPhase for registration: asset types, custom UClass registrations and console variables that other modules read at Default must load at PreDefault.
Plugin dependency not declared: a .uplugin module depending on another plugin's module without a Plugins entry produces the UBT dependency warning and breaks when the other plugin is disabled.
Relying on transitive includes: a header that compiled because Engine/World.h happened to pull it in breaks when that engine header trims its includes under a newer IncludeOrderVersion. Include what you use.
Wrong header path: including Actor.h or Engine/Actor.h fails with C1083; the file is GameFramework/Actor.h under Engine/Classes.
Related Skills
ue-cpp-foundations—UCLASS/UPROPERTY/UFUNCTIONspecifiers,GENERATED_BODY, what UHT needs in public headersue-editor-tools— editor-only modules,UnrealEd/ToolMenus/PropertyEditordependencies,UEditorSubsystemue-testing-debugging—UE_LOGcategories andbUseLoggingInShipping, automation test modules and targetsue-game-features— Game Feature plugins,UGameFeatureData,UGameFeatureAction, Modular Gameplayue-project-context— the.agents/ue-project-context.mdfile that records module names, targets and enabled pluginsue-data-assets-tables— UDataAsset, UDataTable, soft references, Asset Manager and async loading
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/quodsoler/unreal-engine-skills/ue-module-build-system">View ue-module-build-system on skillZs</a>