I’m comfortable coding in C++, but creating Blueprints for some things in Unreal Engine 5 has been confusing, so I wanted to write my own C++ scripts and attach them to actors manually.
First, I tried adding a C++ component to a Blueprint, but the new components didn’t show up in the Blueprint editor — even though they were visible in the source files and compiled fine.
After digging around, I saw that adding UCLASS(Blueprintable) to a class in the .h file should make it Blueprint-accessible, which is what I want. So I did that for my custom Paper2D character class (which inherits from APaperCharacter). The class compiles without issues in Visual Studio, but when I try to create a new Blueprint from it, it’s not showing up in the “All Classes” section of the “Create Blueprint” dialog.
I’ve verified that:
The class uses UCLASS(Blueprintable)
GENERATED_BODY() is present
It inherits from APaperCharacter
The files are correctly placed in Source//
The build succeeds with no compile errors in my own module
However, I still can’t find the class when creating a Blueprint from it.
TL;DR:
Wrote a valid C++ class inheriting from APaperCharacter
Used UCLASS(Blueprintable) and GENERATED_BODY()
Built successfully
Class does not appear under “All Classes” when trying to make a Blueprint from it