Welcome to the official documentation. If you encounter an issue not covered here, please use the Discord link at the bottom left of the menu to reach out for support.
Build faster, smarter, and easier with this snippet generator.
UMacros Generator – Boost Your C++ Workflow in Unreal Engine
AActor Generator – Streamline Actor Hierarchies
C++ Toolbox – Enhance Your Development Workflow
If you don’t see the toolbar icon be sure to have the plugin enabled in Edit > Plugins > Installed
The C++ generator manually translates each variable type, meaning the available options are currently limited. Below is the list of supported types—we’ll continue expanding it in future updates.
Add new components to your actor:
You can:
To integrate custom C++ components into your actor:
Unreal Engine uses specific macros to expose classes, properties, functions, enums, and structs to the engine, enabling various built-in features.
Main Macros:UCLASS, UPROPERTY, UFUNCTION, UENUM, USTRUCT
Each macro can include specifiers that modify how the engine handles them.
🛠️ C++ Generator provides access to 100+ unique specifiers. Every flag or specifier includes a tooltip—be sure to read it carefully to ensure correct usage.
⚠️ Some flags require additional functions and won't compile until all dependencies are met.
Want to know more about all the specifiers & flags? Check out BENUI's website: link.
You can compile C++ code in Unreal Engine using two methods: from your code editor or with hot compile inside Unreal Engine.
This method ensures a clean and complete compilation.
Best for: Adding new classes, modifying core functionality, and ensuring stability.
Quickly compile changes without restarting the engine. Official documentation
Best for: Small updates, logic tweaks, and quick testing.
⚠️ Hot compile has limitations:Cannot be used for structural changes (e.g., new classes or components).May cause instability in complex projects. Check this guide to troubleshoot issues: link
A module is a collection of classes grouped within a container. By default, Unreal Engine includes only the necessary modules to optimize performance. If you need to use C++ functionality from an external module (e.g., Niagara), you must manually add it to your Build.cs file.
How to Add a Module:
Having issues with properties, events, or functions not appearing in the editor?
Project no longer compiles? You might be facing UE’s reflection system issues: link
Debugging Steps: