What problem does it solve? Choosing the correct Unreal Engine base class for each piece of gameplay logic is the most consequential design decision in UE C++ development, and mistakes lead to broken replication, lost state on respawn, and server/client authority bugs. This Skill provides verified UE 5.8 API signatures, class hierarchies, and decision guides so an agent writes correct gameplay framework code the first time. ## Core Features & Use Cases - Class role mapping: Covers UGameInstance, AGameModeBase/AGameMode, AGameStateBase/AGameState, APlayerController, APawn/ACharacter, APlayerState, and AHUD with replication and lifetime semantics for each. - Server login and spawn flow: Documents the full PreLogin → Login → PostLogin → HandleStartingNewPlayer → RestartPlayer → Possess sequence with exact header citations, plus respawn and seamless travel patterns. - Decision guides and gotchas: Tables for where logic belongs (server-only vs replicated vs per-player), the final Possess/OnPossess override rule, and deprecated APIs like DispatchPostLogin. - Use Case: When building a multiplayer game, use this Skill to create a custom AGameModeBase subclass that sets DefaultPawnClass, PlayerControllerClass, PlayerStateClass, and GameStateClass in its constructor, then implement timer-based respawn via RestartPlayer. ## Quick Start Use the ue-gameplay-framework skill to create a C++ GameMode, PlayerController, Character, and PlayerState for my multiplayer game with correct default class wiring and respawn logic.