# Manually trigger selective code generation

**URL:** <https://forums.unrealengine.com/t/manually-trigger-selective-code-generation/426857>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [June 7, 2018, 7:54am UTC](https://forums.unrealengine.com/t/manually-trigger-selective-code-generation/426857 "2018-06-07T07:54:34Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![Shadowriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shadowriver](https://forums.unrealengine.com/u/Shadowriver)\
**Post date:** [June 7, 2018, 8:04am UTC](https://forums.unrealengine.com/t/manually-trigger-selective-code-generation/426857/2 "2018-06-07T08:04:51Z")

</div>

So i assume you want enum to be accessible in C++ for developer to use, since otherwise it’s pointless to make them, strings would be enough to deal with

Simply write header file in to source, here you have guide on reading and writing files

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

And you can get location path using those static functions:

> **[FPaths](https://docs.unrealengine.com/5.1/en-US/API/Runtime/Core/Misc/FPaths/)**
>
> Path helpers for retrieving game dir, engine dir, etc.

The only issue is you will need to read up modules names to put headers in, or potentialy add new module with enums and add module to uproject.

Note that this require UE4 user to have VS installed eitherway

---

_[View the full topic](https://forums.unrealengine.com/t/manually-trigger-selective-code-generation/426857)._
