- Commit all existing changes so you can cleanly roll back if required
- Stop the editor
- Add something like the following to
<your game folder>\Config\DefaultEngine.ini
, where:<ProjectName>
is the official project name UE4 uses in C++ for your project. E.g. theGT
inGT_API
that shows at the top of class declarations<OldClassName>
is the name of the class you’re renaming from, with noA
,U
etc prefix. E.g.GTPlayerState
instead ofAGTPlayerState
<NewClassName>
is the name of the class you’re renaming to, again with noA
,U
etc prefix. E.g.GTNewPlayerState
instead ofAGTNewPlayerState
[/Script/Engine.Engine]
+ActiveClassRedirects=(OldClassName="/Script/<ProjectName>.<OldClassName>",NewClassName="/Script/<ProjectName>.<NewClassName>")
- Rename just the class in C++, smallest change possible.
- Build in Visual Studio and start the editor
- Open the blueprint, compile and save it. File > reparent > select same new class > compile > save.
- Remove the redirect from
DefaultEngine.ini
- Start the editor and ensure it still works
- Close the editor
- Rename (and move if required) the files (the
.h
and.cpp
ones), right click on the.uproject
andGenerate Visual Studio project files
afterwards. Also update any#include
statements - Build in Visual Studio and start the editor
- Ensure the editor and the blueprint open
Videogames
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