--- name: unreal-blueprints-cpp description: Build Unreal Engine 5.6+ gameplay with Blueprints and C++. Use for actors, components, input, communication, collision, movement, gameplay events, network replication, debugging, or choosing a native implementation boundary. --- # Gameplay with Blueprints and C++ Read [communication-and-components.md](references/communication-and-components.md) for composition and event flow. For multiplayer or authority-sensitive changes, also read [replication.md](references/replication.md). Keep Tick as an exception: use events, timers, movement components, delegates, or state changes first. ## Build loop 1. Put state on its owner and define its authority/replication behavior before making a graph. 2. Compose behavior from components; communicate through interfaces, dispatchers, or typed references obtained at a defined lifecycle point. 3. Validate collision channels and input mappings against project settings, not defaults assumed from another project. 4. Compile C++, compile Blueprints, test in PIE with the required player count, then use logs, breakpoints, Gameplay Debugger, and network emulation to diagnose the real path.