Wouldn't it be great to have a button you could click to convert a Blueprint to C++, one that updates your entire project instantly, and leaves it in a fully compiled and runnable state? Everyone knows that converting Blueprints manually is tedious and highly error-prone, often to the point where you can’t justify the effort and simply live with the problem. However, after a while it can’t be avoided any longer due to performance issues or overly complex Blueprints that are hard to maintain. And typically this comes very late in development, the worst possible time. Ironically, when conversion begins, everyone focuses on the C++ part of the process, which is the easy part. The hard parts are often ignored or left as-is. Those hard parts are what Sourcify handles for you: fixing up every Blueprint node (especially Cast nodes), every variable, Data Table, asset, INI file, and a whole lot more, not to mention all Actor instances across all levels.
Sourcify allows engineers to convert Blueprints, Structs and Enums to C++ and update all references to them across their entire UE5 project instantly. The project remains in a completely runnable state with no downtime for Designers and Artists.
Please note:
This is the free version of Sourcify. The pro version requires a Codemongous account. Pricing can be found on our webpage (free for students!).
Fixed Property Value Restoration for Partially Sourcified Structs
Resolved an issue where property values could be silently skipped during restoration when a struct contained a mix of sourcified and non-sourcified properties.
What Was Fixed:
The property copy-back step now correctly tolerates properties that were not sourcified, rather than aborting or skipping the entire restore operation
GUID-based variable names for sourcified properties are still correctly remapped during restoration
Every eligible property in the struct is reliably restored, regardless of whether its sibling properties were converted
Impact:
Struct variables retain their configured values after sourcification when the struct contains a mix of converted and unconverted properties
Eliminates the need to manually re-enter property values following a partial struct conversion
Improvements
Native Binaries Relocated to Standard Third-Party Path
The SourcifyCore native library directory has been moved from Source/SourcifyCore/ to Source/ThirdParty/SourcifyCore/ to comply with Unreal Engine’s standard convention for third-party module placement.
What’s New:
Binary path updated from Source/SourcifyCore/x64/<UEVersion> to Source/ThirdParty/SourcifyCore/x64/<UEVersion>
Runtime DLL loading and release packaging both reference the new location
Action Required:
If you reference SourcifyCore binaries directly in custom build scripts or CI pipelines, update your paths to reflect the new Source/ThirdParty/SourcifyCore/ location
Preserve Enum Defaults Inside Arrays, Sets, and Maps
Resolved an issue where user-defined enum defaults could fail to restore correctly after sourcification when those values were stored inside arrays, sets, or maps.
What Was Fixed:
Remap stored enum defaults correctly when enums appear inside arrays and sets
Handle enum values reliably when they are used as map keys or map values
Apply the same container parsing and enum remapping logic across all supported container types for more consistent restores
Impact:
Preserve intended default values for assets and reflected properties that store enums in collections
Reduce manual cleanup after converting Blueprint-defined enums to native types
Improvements
Compress Crash Minidumps for Easier Sharing
Sourcify now packages generated minidumps as compressed ZIP files, making crash data easier to store, share, and attach when reporting issues.
What’s New:
Package diagnostic minidumps in a zipped format instead of leaving them as loose files
Reduce the effort required to send crash data to Codemongous
Keep diagnostic artifacts more organized when investigating failures
Benefits:
Share crash diagnostics with Codemongous faster when you need help troubleshooting an issue
In this Sourcify tutorial, we walk through the full process of Sourcifying Blueprint enums (BP Enums) into native C++ enums. You’ll learn how Sourcify generates clean, human‑readable code, preserves descriptions and tooltips, and automatically updates every Blueprint, struct, and data table that references the enum.
Maybe the plugin should ignore the engine code during the process, because sometimes it generate the same name as the engine plugins, which cause the process to failed. Overall, Its really a fine product to use.
Sourcify uses the same name conflict resolution as the engine does, so I’m curious what’s happening there. If you have a small repro project we can take a look. You can submit it at http://codemongous.com.
Sourcify now officially supports Unreal Engine 5.8, extending compatibility across the full Unreal Engine 5.4 through 5.8 range. You can adopt the latest engine release without losing access to Sourcify’s Blueprint-to-C++ conversion workflow.
Build and run Sourcify on Unreal Engine 5.8 alongside all previously supported versions (5.4–5.7)
Each engine version receives its own dedicated build, so the plugin behaves as a native fit for whichever version of Unreal you are running
Improvements
Eliminated “Incompatible Plugin” Prompts Across Engine Versions
Removed the hardcoded engine version from the plugin definition so Sourcify no longer triggers false compatibility warnings when loaded in supported versions of Unreal Engine.
Stops the misleading “incompatible plugin” prompt that previously appeared on engine versions other than the one the plugin was pinned to
Each per-version build is now recognized as native to the engine it was packaged for, giving a cleaner load experience on every supported version
Cleaned Up Unreal Engine 5.8 Deprecation Warnings
Updated Sourcify’s Results and Graph interfaces to use the current Unreal Engine 5.8 APIs, removing deprecation warnings while preserving full functionality on earlier engine versions.
Migrated object enumeration in the Results view to the modern API on Unreal Engine 5.8 and newer, while continuing to use the established path on 5.4–5.7
Adjusted node rendering in the Graph view to match the updated 5.8 widget behavior
Produces clean compilation with no warning noise, helping teams keep their build logs clear
Bug Fixes
Fixed Backup Session Failures on Unreal Engine 5.8
Resolved a defect in the File Backup Manager that caused backup sessions to fail when running under Unreal Engine 5.8.
What Was Fixed:
Corrected how backup session identifiers are constructed so the operation no longer relies on mismatched temporary data, which could produce an invalid identifier length and abort the session
Impact:
Backup sessions now start reliably on Unreal Engine 5.8, matching the behavior on earlier engine versions
Removes a toolchain-dependent failure that could surface unpredictably during backup operations
Starting July 25th, 2026, your current Sourcify licenses will no longer function. Moving forward, Sourcify will be available exclusively as separate Free and Pro versions through Epic’s Fab marketplace.
Current Sourcify Pro license holders will be granted the Pro version of Sourcify on Fab — but you need to take action to claim it. Instructions are below.
Action Required for Paid Users — Claim Your Pro Entitlement
Current Sourcify Pro license holders must send their Fab account email address to our support team immediately. Without it, we cannot grant you the Pro version of Sourcify on Fab.
If you’re a current Sourcify Pro license holder then you should have received an email with instructions. Check your spam folder and read that email for next steps.
What Happens Next?
Once the Pro version is live and ready on Fab, our team will notify everyone via email and here on our Discord server. Current Sourcify Pro license holders will then be granted a Pro copy entitlement through Fab.
Thank you so much for supporting Sourcify and Team Codemongous!