# Permanently apply Core Redirects for UAssets to c++?

**URL:** <https://forums.unrealengine.com/t/permanently-apply-core-redirects-for-uassets-to-c/501617>\
**Category:** C++\
**Tags:** redirector, unreal-engine, Engine-Source-Code, GitHub, Engine-Source-GitHub, UE4-26, UE4, question\
**Created:** [February 24, 2022, 2:21am UTC](https://forums.unrealengine.com/t/permanently-apply-core-redirects-for-uassets-to-c/501617 "2022-02-24T02:21:27Z")\
**Posts on this page:** 1\
**Showing post:** 10

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**Author:** ![Roy\_Wierer.Seda145](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/roy_wierer.seda145/32/906551_2.png) [@Roy\_Wierer.Seda145](https://forums.unrealengine.com/u/Roy_Wierer.Seda145)\
**Post date:** [July 9, 2025, 6:52pm UTC](https://forums.unrealengine.com/t/permanently-apply-core-redirects-for-uassets-to-c/501617/10 "2025-07-09T18:52:02Z")

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> [@cmann](#):
>
> Is it actually possible to redirect from a blueprint created struct to a c++ one?

We failed at it, following the documentation and a bunch of variations

> [@\[Quick BP to C++\] Core Redirector - Asset to C++](https://forums.unrealengine.com/t/quick-bp-to-c-core-redirector-asset-to-c/565108/7):
>
> Have you tried to fix the conflicting rules? Some are the exact same OldName slight_smile But other then that I think that for redirect Blueprint stuff you should do something like this (I have never tried BP to code only code to code): Blockquote +StructRedirects=(OldName=“{BlueprintStruct}”,NewName=“/Script/{Module}.{NativeStruct}”,OverrideClassName=“/Script/CoreUObject.Struct”) Blockquote OverrideClassName “(Optional) Specifies a change to the underlying class of the UCLASS. This …

The most annoying is lack of feedback by the redirector system. It appears that redirects can silently fail, or in the case of structs, simply do not work.

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