SuperAPI AI Directory

ue-module-and-build-system

Coding & development

View repository

Updated 11-06 16:21

About this skill

Modules & the build system

Every Unreal C++ feature lives in a module: a directory that compiles into its own DLL (modular builds) or static lib (monolithic builds). UnrealBuildTool (UBT) reads C#-style *.Build.cs files (one per module) and *.Target.cs files (one per build target) to decide what to compile and link. Most "won't compile / won't link" problems are really "wrong module dependency" problems.

Note: UE modules are independent of C++20 language modules.

When to use this skill

  • Adding a new module to a project or plugin, or splitting a growing module into smaller units.
  • Link/include errors: unresolved external (*_API symbol), "cannot open include file", "module X not found at startup".
  • Adding a dependency (e.g. you used UEnhancedInputComponent and need EnhancedInput).
  • Choosing PublicDependencyModuleNames vs PrivateDependencyModuleNames, or the loading phase and host type.
  • Understanding how UBT discovers modules and when to regenerate project files.

Mental model

  • A module = a folder under Source/<Module>/ with <Module>.Build.cs plus Public/ (headers other modules may include) and Private/ (implementation + internal headers).
  • The <MODULE>_API macro (e.g. MYGAME_API) expands to __declspec(dllexport/dllimport) in modular builds and to nothing in monolithic builds. Missing it on a class another module uses → unresolved external symbol.
  • To use another module's API you must (1) #include its public header and (2) list that module in your Build.cs dependencies. Both are required.
  • Targets (*.Target.cs) describe an executable: which modules it boots with and whether the build links them as a monolith or as separate DLLs.
  • UBT ignores the IDE solution when building — it reads only Build.cs/Target.cs files. Regenerate project files any time you add, move, or rename source files.

Module layout

Source/MyGame/
├── MyGame.Build.cs
├── Public/                # headers exposed to other modules
│   └── MyActor.h
└── Private/               # .cpp files + internal-only headers
    ├── MyActor.cpp
    └── MyGameModule.cpp   # IMPLEMENT_PRIMARY_GAME_MODULE lives here

#include paths resolve from the Public/Private root, not the disk path: a header at Public/Weapons/Gun.h is included as #include "Weapons/Gun.h". Files outside these canonical folders are treated as private automatically.

*.Build.cs — ModuleRules

Each module has exactly one <Name>.Build.cs in its root. UBT compiles it at build time.

using UnrealBuildTool;

public class MyGame : ModuleRules
{
    public MyGame(ReadOnlyTargetRules Target) : base(Target)
    {
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;  // required for IWYU compliance

        // Types from these modules appear in THIS module's PUBLIC headers → Public
        PublicDependencyModuleNames.AddRange(new string[]
        {
            "Core", "CoreUObject", "Engine", "InputCore"
        });

        // Types used only in .cpp or private headers → Private (faster builds, leaner API)
        PrivateDependencyModuleNames.AddRange(new string[]
        {
            "EnhancedInput", "UMG", "Slate", "SlateCore"
        });

        // Editor-only dependencies — gate to avoid packaging bloat
        if (Target.bBuildEditor)
        {
            PrivateDependencyModuleNames.Add("UnrealEd");
        }
    }
}

Key rules:

  • If a dependency's types appear in your public headers, it must be a public dependency. If only in .cpp/private headers, prefer private.
  • The module name is the folder name containing the Build.cs (or the engine module's name).
  • Find which engine module owns a class by locating its header; see ue-navigating-engine-source.
  • PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs enables IWYU-safe precompiled headers. Each .cpp must include its matching .h first, and no monolithic headers (Engine.h).

See references/build-cs-reference.md for the full property list, advanced options, and third-party library integration.

*.Target.cs — TargetRules

A project normally has two: <Project>.Target.cs (Game) and <Project>Editor.Target.cs (Editor).

using UnrealBuildTool;

public class MyGameTarget : TargetRules
{
    public MyGameTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;                          // Game / Editor / Server / Client / Program
        DefaultBuildSettings = BuildSettingsVersion.V7; // use engine defaults from 5.x
        IncludeOrderVersion  = EngineIncludeOrderVersion.Latest;
        ExtraModuleNames.Add("MyGame");                  // primary game module(s)
    }
}

TargetType values: Game (cooked monolithic), Editor (modular with editor DLLs), Server, Client, Program. Editor targets link modularly; Game/Server/Client link monolithically on most platforms.

See references/target-cs-reference.md for all TargetRules fields, link types, and build settings.

Registering the module in C++

Every module needs exactly one registration macro in a single .cpp:

#include "Modules/ModuleManager.h"

// For the primary game module (name matches .uproject):
IMPLEMENT_PRIMARY_GAME_MODULE(FDefaultGameModuleImpl, MyGame, "MyGame");

// For secondary modules or plugin modules:
// IMPLEMENT_MODULE(FDefaultModuleImpl, MySecondaryModule);
  • FDefaultModuleImpl — empty IModuleInterface; does nothing at startup/shutdown. (ModuleManager.h:884)
  • FDefaultGameModuleImpl : FDefaultModuleImpl — overrides IsGameModule() to return true. (ModuleManager.h:892)
  • For startup/shutdown hooks, subclass IModuleInterface and override StartupModule() / ShutdownModule(). Use StartupModule to load dependent modules with FModuleManager::Get().LoadModuleChecked(TEXT("MyDep")).
// MyEditorModule.cpp
#include "Modules/ModuleManager.h"
#include "MyEditorModule.h"

IMPLEMENT_MODULE(FMyEditorModule, MyEditorModule)

void FMyEditorModule::StartupModule()
{
    // register editor extensions, detail customizations, etc.
}

void FMyEditorModule::ShutdownModule()
{
    // unregister everything registered in StartupModule
}

See references/module-cpp-and-phases.md for the full IModuleInterface API, loading-phase details, and FModuleManager query methods.

Declaring the module in .uproject / .uplugin

"Modules": [
  {
    "Name": "MyGame",
    "Type": "Runtime",
    "LoadingPhase": "Default"
  },
  {
    "Name": "MyGameEditor",
    "Type": "Editor",
    "LoadingPhase": "Default"
  }
]

Type (ModuleHostType enum, ModuleDescriptor.cs:16):

Type Loaded in
Runtime any target using the UE runtime
RuntimeNoCommandlet runtime targets, except commandlets
Editor editor only — stripped from packaged games
EditorNoCommandlet editor only, not in commandlets
Developer / DeveloperTool builds with developer tools enabled
ServerOnly / ClientOnly server-only or client-only targets
UncookedOnly uncooked builds only
Program standalone programs

LoadingPhase (ModuleLoadingPhase enum, ModuleDescriptor.cs:102):

Phase When
EarliestPossible as soon as GConfig is ready
PostConfigInit after config, before most engine systems
PreLoadingScreen before the loading screen fires
PreDefault just before Default
Default after game modules are loaded (standard)
PostDefault just after Default
PostEngineInit after engine is fully initialized
None not loaded automatically

Most gameplay code uses Default. Plugin modules that provide factories or types needed by other modules often use PreDefault. If the editor keeps throwing "class not found" for your plugin, try PreDefault.

Adding a new module (checklist)

  1. Create Source/<New>/ with Public/ and Private/ subdirectories.
  2. Add <New>.Build.cs inheriting ModuleRules, list dependencies.
  3. Add Private/<New>Module.cpp with IMPLEMENT_MODULE(FDefaultModuleImpl, <New>).
  4. Add the module entry to .uproject/.uplugin Modules array.
  5. Add <New> to other modules' dependency lists where they consume it.
  6. Regenerate project files (right-click .uproject → Generate Visual Studio Project Files).
  7. Build.

<MODULE>_API export macros

MYGAME_API expands to __declspec(dllexport) when compiling the module and __declspec(dllimport) when another module includes it, and to nothing in monolithic builds. Apply it to the class keyword or individual functions:

// Export the whole class — all virtual and non-inline members cross the DLL boundary
class MYGAME_API UMyComponent : public UActorComponent { ... };

// Export only a free function
MYGAME_API void MyGlobalHelper();

Rules:

  • Apply MYGAME_API to any class, function, or data symbol another module accesses.
  • Inner classes and nested types need their own _API if used externally.
  • Do not apply to template class bodies — templates are header-only.
  • Forgetting _API on a class used by another module → unresolved external symbol at link.

Gotchas

  • Missing <MODULE>_API on a class used cross-module → unresolved external symbol.
  • Forgot to add the module to Build.cs → "cannot open include file" even though the header exists on disk; or unresolved externals for symbols in that header.
  • Circular module dependencies fail to link — extract shared types to a lower-level module.
  • Editor module referenced by a runtime module breaks packaging — keep editor code in an Editor-type module and guard with #if WITH_EDITOR.
  • Changing Build.cs or moving source files requires regenerating project files before building, not just a Live Coding reload.
  • FModuleManager::LoadModuleChecked in StartupModule ensures the dependency is loaded before your module uses it. Relying on load order without this can produce intermittent crashes when the phase is shared with other modules.
  • Monolithic vs modular builds: in a shipped game (monolithic) _API macros are empty and DLL boundary rules don't apply; but code written without _API will fail in Editor builds (modular). Always use the macro correctly.

Version notes

  • BuildSettingsVersion.V7 is the current recommended value in UE 5.8 (TargetRules.cs:177). New projects generated by the engine use BuildSettingsVersion.V7 (= Latest).
  • EngineIncludeOrderVersion.Latest (= Unreal5_8) in UE 5.8 (TargetRules.cs:242).
  • The bRequiresImplementModule property (default true) in ModuleRules.cs enforces the IMPLEMENT_MODULE macro presence at link time.

Cross-references

  • ue-plugins-and-modules — packaging modules inside a .uplugin; plugin vs project module.
  • ue-project-structure — .uproject layout, Source/ and Config/ conventions.
  • ue-navigating-engine-source — finding which module owns a class or header.
  • ue-cpp-fundamentals — UCLASS/USTRUCT/UENUM, the reflection system.

References & source material

Engine source (UE 5.8, under E:\Program Files\Epic Games\UE_5.8\Engine\Source\):

C++ module system (Runtime/Core/Public/Modules/):

  • ModuleInterface.h — IModuleInterface: StartupModule():49, ShutdownModule():79, SupportsDynamicReloading():88, IsGameModule():108.
  • ModuleManager.h — FModuleManager:163, FDefaultModuleImpl:884, FDefaultGameModuleImpl:892, IMPLEMENT_MODULE macro:946, IMPLEMENT_PRIMARY_GAME_MODULE macro:1100/1130.
  • Boilerplate/ModuleBoilerplate.h — PER_MODULE_BOILERPLATE:115 (new/delete overrides, memory wrapper definitions placed in every module).

UBT C# configuration (Programs/UnrealBuildTool/Configuration/Rules/):

  • ModuleRules.cs — ModuleRules class:105, PCHUsageMode enum:195, PublicDependencyModuleNames:1259, PrivateDependencyModuleNames:1270.
  • TargetRules.cs — TargetType enum:21, TargetLinkType enum:53, DefaultBuildSettings:740, ExtraModuleNames:2819.

UBT C# descriptors (Programs/UnrealBuildTool/Configuration/Descriptors/):

  • ModuleDescriptor.cs — ModuleHostType enum:16, ModuleLoadingPhase enum:102, ModuleDescriptor class:159.

Official docs (UE 5.8, all fetched and verified):

Deep-dive references in this skill: