# Use c++ classes from Unreal project in another c++ project?

**URL:** <https://forums.unrealengine.com/t/use-c-classes-from-unreal-project-in-another-c-project/318266>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [May 12, 2015, 2:27am UTC](https://forums.unrealengine.com/t/use-c-classes-from-unreal-project-in-another-c-project/318266 "2015-05-12T02:27:08Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Shadowriver](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Shadowriver](https://forums.unrealengine.com/u/Shadowriver)\
**Post date:** [May 12, 2015, 3:07am UTC](https://forums.unrealengine.com/t/use-c-classes-from-unreal-project-in-another-c-project/318266/2 "2015-05-12T03:07:09Z")

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I not fully understand what are you trying to do with that speration, but basing from fact you trying to wiggle around VS configs, you seem to lack knowlage how UE4 build system works. UE4 has it’s own build system called Unreal Build Tool (UBT), it does not require VS IDE to function, it just need VS compiler to compile the code. It operates based on C# build scripts which you can find in Source directory and all configuration is done here. Because of that VS project files has 0 impotence for UBT, it can build without them, they exist just for VS IDE convenience.

Also UE4 code structure is kind of similar to Linux Kernel, it’s divided in to modules which can be un/loaded dynamically, when you make C++ project you create new engine module which will contain game code, so your game code is technically extension of engine. Keeping this in mind it might be hard to link it to something other then UE4, besides in order to properly run it and test it you need the whole UE4 running either way due to it’s object management system.

Now i’m not sure how you seperate projects, because i’m not sure if you mean UE4 project (uproject) or VS project, but best way to divide “interest” in UE4 is to create separate UE4 module which builds only when you do “Development” or “Debug” or even “Testing” builds (you can set it up that way in build scripts). So i think incorporating CATCH as a sperete UE4 module will be the best approach.

Here docs about UBT:

> **[Unreal Build Pipeline](https://docs.unrealengine.com/5.1/en-US/using-the-unreal-engine-build-pipeline/)**
>
> Reference material for Unreal Engine's build pipeline

And here tutorial how to link external library with build scripts which might be useful for you:

> **[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...

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