You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
99 lines
3.1 KiB
Plaintext
99 lines
3.1 KiB
Plaintext
Availability:Public
|
|
Title:C++ Class Wizard
|
|
Crumbs: %ROOT%, Programming, Programming\Development
|
|
Description:An overview of the C++ Class Wizard in UE4.
|
|
Version: 4.5
|
|
|
|
%Globals:OSSelect%
|
|
|
|
[EXCERPT:main]
|
|
|
|
|
|
The _C++ Class Wizard_ provides a fast and easy way to add native C++ code classes into your project for you to extend
|
|
with your own functionality, if you wish. This converts a content-only project into a code project. You can access the C++ Class Wizard like so:
|
|
|
|
[REGION:note]
|
|
On Windows, please make sure you are have Visual Studio 2013 Professional or Express for Windows Desktop installed before proceeding. On Mac, make sure to have Xcode installed.
|
|
[/REGION:note]
|
|
|
|
|
|
1. In the main editor, select **File > Add Code to Project...**
|
|
|
|

|
|
|
|
1. The **C++ Class Wizard** will appear, showing commonly added classes. If you do not see the class you are looking for, then you will need to view the entire Class hierarchy listing. Click the (h:25) checkbox in the upper-right corner of the window.
|
|
|
|
[REGION:imagetable]
|
|
| [REGION:lightbox][(w:430)](CppClassWizard.png)[/REGION] | [REGION:lightbox][(w:430)](AllClasses.png)[/REGION] |
|
|
| :---: | :---: |
|
|
| Default Classes | All Classes |
|
|
[/REGION]
|
|
|
|
Choose the Class you wish to add and click the  button.
|
|
|
|
1. You will then be prompted to enter a **name** for your new Class. Do so and click the  button. This will create the header (.h) and source (.cpp) files.
|
|
|
|
[REGION:lightbox]
|
|
[(w:600)](NameNewActor.png)
|
|
[/REGION]
|
|
[REGION:note]
|
|
Class names may only contain alphanumeric characters and cannot contain spaces. The field will notify you if you enter an invalid name.
|
|
[/REGION]
|
|
|
|
1. After a moment of calculation, the Editor will ask if you would like to edit the code now. Click .
|
|
|
|

|
|
|
|
[OBJECT:ToggleButtonContent]
|
|
[PARAMLITERAL:category]
|
|
OS
|
|
[/PARAMLITERAL]
|
|
[PARAMLITERAL:id]
|
|
windows
|
|
[/PARAMLITERAL]
|
|
[PARAMLITERAL:active]
|
|
active_button_content
|
|
[/PARAMLITERAL]
|
|
[PARAM:content]
|
|
The code will immediately open in _Visual Studio 2013_, ready for editing.
|
|
|
|

|
|
|
|
[/PARAM]
|
|
[/OBJECT]
|
|
[OBJECT:ToggleButtonContent]
|
|
[PARAMLITERAL:category]
|
|
OS
|
|
[/PARAMLITERAL]
|
|
[PARAMLITERAL:id]
|
|
mac
|
|
[/PARAMLITERAL]
|
|
[PARAMLITERAL:active]
|
|
[/PARAMLITERAL]
|
|
[PARAM:content]
|
|
The code will immediately open in _Xcode_, ready for editing.
|
|
|
|

|
|
|
|
[/PARAM]
|
|
[/OBJECT]
|
|
|
|
[PUBLISH:Licensee]
|
|
For instructions on compiling your Class when finished editing, please see [](Programming\Development\BuildingUnrealEngine).
|
|
[/PUBLISH:Licensee]
|
|
[PUBLISH:Rocket]
|
|
For instructions on compiling your Class when finished editing, please see [the Compiling Projects documentation.](Programming\Development\CompilingProjects)
|
|
[/PUBLISH:Rocket]
|
|
|
|
[/EXCERPT:main]
|
|
|
|
## Related Topics
|
|
|
|
* [](Programming\Development\VisualStudioSetup)
|
|
* [](Programming\Development\CodingStandard)
|
|
[PUBLISH:Licensee]
|
|
* [](Programming\Development\BuildingUnrealEngine)
|
|
[/PUBLISH:Licensee]
|
|
* [](Programming\Development\CompilingProjects)
|
|
|