What problem does it solve? Unreal C++ code fails to compile or link when modules are structured incorrectly: missing dependencies cause "cannot open include file" errors, missing MYGAME_API macros cause unresolved external symbols, and wrong loading phases cause "module not found" at startup. This Skill provides the correct patterns for structuring modules and configuring UnrealBuildTool so these errors are diagnosed and fixed at the source. ## Core Features & Use Cases - Module structure and registration: Create new modules with the correct Public//Private/ layout, IMPLEMENT_MODULE / IMPLEMENT_PRIMARY_GAME_MODULE macros, and IModuleInterface startup/shutdown hooks. - Build.cs and Target.cs configuration: Choose public vs private dependencies, set PCH/IWYU modes, gate editor-only dependencies, integrate third-party libraries, and define Game/Editor/Server targets. - Link error diagnosis: Map unresolved external symbols, include failures, and circular dependencies to their root cause in module configuration. - Use Case: You used UEnhancedInputComponent and the build fails with unresolved externals. The Skill tells you to add "EnhancedInput" to PrivateDependencyModuleNames in your Build.cs and regenerate project files. ## Quick Start Ask the agent to create a new Unreal C++ module named MyGameplay with the correct Build.cs, module registration, and .uproject entry.