# Produce movable C++ code

**URL:** <https://forums.unrealengine.com/t/produce-movable-c-code/320238>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [May 30, 2015, 7:30pm UTC](https://forums.unrealengine.com/t/produce-movable-c-code/320238 "2015-05-30T19:30:35Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![ScottSpadea](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/scottspadea/32/1194682_2.png) [@ScottSpadea](https://forums.unrealengine.com/u/ScottSpadea)\
**Post date:** [May 30, 2015, 7:52pm UTC](https://forums.unrealengine.com/t/produce-movable-c-code/320238/2 "2015-05-30T19:52:40Z")

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if you create a class inheriting from BlueprintFunctionLibrary, you can fill it with static functions that can be accessed from any blueprint. its also a good place to put Enums and Structs that you want to use in a lot of different blueprints.

> **[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 — ue4community.wiki! You will be able to find content from the official...

> **[UBlueprintFunctionLibrary](https://docs.unrealengine.com/4.27/en-US/API/Runtime/Engine/Kismet/UBlueprintFunctionLibrary/)**
>
> This class is a base class for any function libraries exposed to blueprints.

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