name: unreal-5-6-cpp-shooter description: Unreal Engine 5.6 C++ shooter-game development workflows for gameplay systems, weapons, projectiles, AI, HUD/UI, input, and balance tuning. Use when Codex needs to design, implement, debug, refactor, or document shooter mechanics in UE5.6 projects, especially first-person or third-person combat loops and iteration-ready shooter prototypes.
Unreal Engine 5.6 C++ Shooter
Overview
Use this skill to implement and iterate shooter systems in UE5.6 C++ with engine-native patterns and clear playtest loops.
Workflow Decision Tree
- If asked to write or debug shooter gameplay code, follow
Implementation Workflowand loadreferences/ue56-cpp-implementation-playbook.md. - If asked for shooter ideas, balancing, modes, or progression guidance, load
references/shooter-game-design.md. - If asked for both gameplay code and design tuning, load both references, decide design constraints first, then implement.
Implementation Workflow
- Define constraints.
- Confirm first-person or third-person camera, single-player or multiplayer, and keyboard/mouse or gamepad input.
- Confirm target mechanic set: weapon firing, damage, reloading, pickups, AI, and HUD.
- Define the smallest playable loop: move, aim, shoot, hit confirmation, survive or die, restart or progress.
- Map systems to Unreal classes.
- Place match rules in
AGameModeand replicated match data inAGameState. - Place per-player replicated data in
APlayerState. - Keep input orchestration in
APlayerController; keep embodiment inACharacterorAPawn. - Put reusable combat logic into components to reduce monolithic character classes.
- Build one vertical slice.
- Implement one weapon (hitscan or projectile), one damage path, and one enemy behavior.
- Implement one pickup and one HUD feedback widget (ammo or health).
- Wire all of it through a single test map before extending features.
- Validate behavior.
- Compile and resolve warnings before tuning balance.
- Run smoke checks: spawn, movement, fire, reload, hit, kill/death, respawn, pickup, HUD refresh.
- Separate functional bugs from tuning issues; fix functional bugs first.
- Iterate safely.
- Tune one balance dimension at a time: damage, rate of fire, spread, movement speed, health pool.
- Record changed values and observed gameplay effect.
- Move stable tunables into data-driven assets once the loop feels correct.
Output Requirements
- Provide compilable C++ snippets with required include hints and class context.
- State assumptions explicitly when project details are missing.
- Mention replication consequences when changing combat logic.
- Include a short verification checklist for every non-trivial gameplay change.
References
references/ue56-cpp-implementation-playbook.md: Use for UE5.6 C++ architecture, common shooter implementation patterns, replication checklist, and debugging flow.references/shooter-game-design.md: Use for shooter game fundamentals, weapon and encounter design, pacing, TTK guidance, and progression patterns.