Functional open source version available: https://github.com/gregorik/CodeForge. Fab hosts the fully featured Pro version.
CodeForge: Visual C++ Code Generator for Unreal Engine 5
Design classes visually. Generate production-ready C++. Skip the boilerplate.
CodeForge is a node-based editor plugin that lets you define UE5 classes, structs, enums, and interfaces in a visual graph — then generates fully UHT-compliant, compile-ready .h and .cpp files at the click of a button.
Why CodeForge?
Every Unreal C++ class starts with the same ceremony: macro declarations, include chains, replication boilerplate, specifier strings you've typed a thousand times. CodeForge eliminates that friction while keeping you in full control of the output.
Visual Graph ──▶ Template Engine ──▶ .h / .cpp on disk ──▶ Compile
You design the shape of your code visually. CodeForge handles the syntax.
Core Features
◆ Node-Based Class Designer
Build your C++ types by connecting nodes in an intuitive graph editor. Eight node types cover the full UE5 type system:
Class, Struct, Enum, Interface, Property, Function, RPC, Delegate.
Connect member nodes to type nodes via typed pins. The schema enforces correct connections: properties connect to classes and structs, RPCs only to actor-derived classes.
◈ Live Code Preview
A split-pane preview panel shows the generated .h and .cpp in real time as you edit. Every change in the graph instantly reflects in the preview: no guesswork about what the output will look like.
◇ Full Replication Scaffolding
Check a single box and CodeForge generates the entire replication setup:
bReplicates = true in the constructor
GetLifetimeReplicatedProps() override with per-property DOREPLIFETIME_CONDITION()
All 15 UE5 replication conditions (CONDOwnerOnly, COND_InitialOnly, CONDSimulatedOnly, ...)
OnRep_ functions for RepNotify properties
Server/Client/NetMulticast RPCs with Implementation and Validate stubs
Networking code that normally takes 15 minutes of careful copy-paste: generated correctly in seconds.
◆ Smart Validation with Auto-Fix
Real-time validation runs on every edit and displays errors and warnings directly on graph nodes:
Check Example Duplicate names Two properties both named Health C++ keyword conflicts Property named class or return UE5 naming conventions Bool not prefixed with b, wrong class prefix Type corrections Float ➜ float, String ➜ FString, Vector ➜ FVector Context errors RPC on a non-Actor class, RepNotify without Replicated Enum integrity Duplicate entries, empty enums
Many warnings include one-click auto-fixes — click to correct the b prefix, fix a type name, or add the proper class prefix.
◈ Customizable Template Engine
Code generation is driven by .cft template files using a clean Handlebars-like syntax.
Override any template. Point Custom Template Path in Project Settings to your own .cft files and CodeForge uses them instead — brand your headers, add team conventions, or restructure the output however you like.
◇ Structural Change Detection + Live Coding
CodeForge maintains a generation manifest and classifies each regeneration:
Structural change (new properties, renamed functions) ➜ hot reload required
Behavioral change (function body edits) ➜ triggers Live Coding automatically
This means editing function bodies through CodeForge and recompiling can happen without leaving the editor.
◆ Custom Thumbnails in Content Browser
Every CodeForge blueprint asset gets a unique, auto-rendered thumbnail:
Color-coded by type (blue for classes, green for structs, amber for enums, cyan for interfaces)
Shows the kind letter, subtype label, and member count
Colors sync with your node color settings — retheme the graph, and the thumbnails follow
◈ Drag-and-Drop Type Assignment
Drag a CodeForge Struct or Enum asset from the Content Browser directly onto a Property node: the property type and include path are filled in automatically. No manual typing of FMyStruct or figuring out include paths.
◇ RPG Starter Kit Examples
Hit the Examples button to generate a complete set of six interconnected assets: each of them fully configured with properties, functions, replication, and cross-references — ready to generate and compile as a starting point for any project.
Supported Class Types
CodeForge covers 11 UE5 base class types out of the box:
AActor | APawn | ACharacter | UActorComponent | USceneComponent | UObject | AGameModeBase | AGameStateBase | APlayerController | APlayerState | AHUD
Plus USTRUCT, UENUM, and UINTERFACE — covering the vast majority of gameplay C++ types.
CodeForge — because life's too short to type GetLifetimeReplicatedProps by hand.