# \[Quick BP to C++\] Core Redirector - Asset to C++

**URL:** <https://forums.unrealengine.com/t/quick-bp-to-c-core-redirector-asset-to-c/565108>\
**Category:** Issues and Bug Reporting\
**Tags:** Struct, unreal-engine, Engine-Source-Code, question, CPP\
**Created:** [May 24, 2022, 11:18am UTC](https://forums.unrealengine.com/t/quick-bp-to-c-core-redirector-asset-to-c/565108 "2022-05-24T11:18:46Z")\
**Posts on this page:** 1\
**Showing post:** 7

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**Author:** ![ElgSoft](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/elgsoft/32/1122247_2.png) [@ElgSoft](https://forums.unrealengine.com/u/ElgSoft)\
**Post date:** [May 27, 2022, 9:42am UTC](https://forums.unrealengine.com/t/quick-bp-to-c-core-redirector-asset-to-c/565108/7 "2022-05-27T09:42:35Z")

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> [@.Seda145](#):
>
> `StructRedirects`

Have you tried to fix the conflicting rules? Some are the exact same OldName 🙂

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 is generally used to change a Blueprint class to a native class.”

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