I’m trying to add some C++ to my project in order to utilize GAS system fully, unfortunately when I convert my project to C++ and Blueprints it tells me to rebuild from source manually. This option does not exist for me.
Furthermore the common “solution” i find online to this seems to be retargeting the “UnrealVersionSelecter” as your .exe launcher; this does not exist in the newest version of Unreal Engine:
My project was originally blueprints, I simply in editor add a C++ class. It’s my understanding that is all that’s required. ATP everything in UE5 is so half-baked and unfinished I’m surprised that was successfully done.
If you created a new class in C++, the .sln file should appear next to the executable after the process finishes. Also, judging from the image, it doesn’t seem to work. “Generate Visual Studio 2026 (experimental)”; try using Visual Studio 2022 in the editor settings. or try starting a new Unreal project with C++ enabled from the beginning. It’s generally easier to detect errors that way because it will tell you why the project can’t be generated.
This has nothing to do with the problem I am having; my problem is that I can’t manually rebuild my project because the option is not there. I didn’t title this; “Unable to generate C++ classes.”.
I had this recently and if you restart your PC, close and open the Epic Games launcher and install a version of the Epic Games version of Unreal from pre-compiled then you should get some sort of pop-up option to associate uProject files with Unreal. If you accept that, then it will run a helper that will make the registry changes to install the additional context right-click menu options.
As you may already know, in Windows, right-click menu contextual options are managed in the registry and you can find the specific location and parameters that you need to have those right-click contextual menu options to generate Visual Studio project files.
I hope that’s enough for you. If you’re still struggling, let me know. I can post here what my registry settings are, but I’m on Windows 11 and it looks like you might still be using Windows 10. So I’m not sure if there may be any registry differences significant enough that that might not be a 1-2-1 mapping. From memory, it’s a dynamic execution of the Unreal Build tool with specific parameters such as the location and passing in of your U project file itself and the Unreal Build tool itself is the one that runs and generates those intermediate and VS and SLN files.