Reparent blueprint via DefaultEngine.ini

I changed the name of the C++ class from which a blueprint was derived.

Now the blueprint cannot be edited.

1

Then search this forum for a way to reparent it manually.

I found some comments that said how to do it.

Like this:

Like this:

Even a tutorial:

However, I have tried to do as they say and I have not been able to make it work.

So two possible things can happen:
1-The method is deprecated
2-I am using a wrong syntax (I think it is a path problem)

If this is the path of my blueprint

/Script/UMGEditor.WidgetBlueprint’/Game/Game/AllLevels/EOS_Lobby/EOS_LobbyMenu.EOS_LobbyMenu’

and this is the path of my C++ class

Source/Catharsis/Public/Lobby/CLobbyWidget.h

what is the correct syntax for this?

[CoreRedirects]
+ClassRedirects=(OldName=“(Old Name Here)”,NewName=“(New Name Here)”)

Or the proposed method no longer works?

Thank you so much!!

ok, it seems that the world was waiting for me to post my question to immediately find the answer.

I found it here:

thanks to this website:

it worked this way:

[CoreRedirects]
+ClassRedirects=(OldName=“LobbyWidget”,NewName=“CLobbyWidget”)

what a problem changing a single letter of a class name…

At least I was able to get my blueprint back.

I’m sorry… and thank you!!

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