How to Rename a UE4 or UE5 C++ Class Used by Blueprints


  • 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. the GT in GT_API that shows at the top of class declarations
    • <OldClassName> is the name of the class you’re renaming from, with no A, U etc prefix. E.g. GTPlayerState instead of AGTPlayerState
    • <NewClassName> is the name of the class you’re renaming to, again with no A, U etc prefix. E.g. GTNewPlayerState instead of AGTNewPlayerState
[/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 and Generate 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

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See also