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UnrealEngineUWP/Engine/Documentation/Source/Programming/Development/ManagingGameCode/CppClassWizard/CppClassWizard.INT.udn
Ben Marsh 49831a5631 Include documentation source in repository.
[CL 2489162 by Ben Marsh in Main branch]
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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...**
![](FileCPP.png)
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 ![](button_ShowAllClasses.png)(h:25) checkbox in the upper-right corner of the window.
[REGION:imagetable]
| [REGION:lightbox][![](CppClassWizard.png)(w:430)](CppClassWizard.png)[/REGION] | [REGION:lightbox][![](AllClasses.png)(w:430)](AllClasses.png)[/REGION] |
| :---: | :---: |
| Default Classes | All Classes |
[/REGION]
Choose the Class you wish to add and click the ![](button_Next.png) button.
1. You will then be prompted to enter a **name** for your new Class. Do so and click the ![](button_Create.png) button. This will create the header (.h) and source (.cpp) files.
[REGION:lightbox]
[![](NameNewActor.png)(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 ![](button_Yes.png).
![](EditNow.png)
[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.
![](CodeEditing.png)
[/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.
![](CodeEditing_xcode.png)
[/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)