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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