UE Class Creator
A fast, offline Windows desktop tool for generating Unreal Engine C++ class boilerplate.
Why I Built This
Unreal Engine’s built-in class wizard means booting the editor just to create a couple of files — on a large project that can mean waiting several minutes before you’ve written a single line of code.
Beyond the wait, I wanted the generated files to actually reflect how my team writes code: a consistent include ordering, a clean file header, and a structure we’d agreed on — not the engine’s generic default. And I wanted that style to be configurable per project rather than hardcoded, so different projects or teams could have their own conventions without maintaining a fork.
The result is a standalone tool that stays open alongside the editor, lets you search the full class hierarchy instantly, and writes files exactly the way your project expects them.

Features
- Fast as-you-type search — filters the full engine and project class index instantly, matching on both class name and parent class name
- Inheritance context — selecting a class shows its full ancestry chain and direct subclasses; every entry is clickable to navigate the hierarchy
- Common classes pinned — when search is empty, the classes you reach for most (
AActor,ACharacter,UActorComponent,UObject, etc.) appear at the top - Mustache templates — generates
.h+.cpppairs with correct#includepaths,UCLASS(),GENERATED_BODY(), and module-aware include ordering; drop custom templates into{ProjectDir}/build/ClassCreator/to override defaults per project - Smart Public/Private routing — automatically places
.hinPublicand.cppinPrivatebased on whichever branch you pick as the output path - Automatic engine and project discovery — resolves installed and source-built engines from the registry and
LauncherInstalled.dat; scans your project’sSource/andPlugins/directories alongside the engine - Standalone class/struct creation — create a plain C++ class or struct with no parent when you need one
- Fully offline — no network dependency beyond the optional update check
Example Output
Creating AMyActor with parent AActor produces:
Public/MyActor.h
// MyProject
//
// 2026(c) - Copyright MyCompany
//
// File Name : MyActor.h
// Description : TODO:
//
#pragma once
// Library Includes
#include "GameFramework/Actor.h"
// Local Includes
// This Includes
#include "MyActor.generated.h"
// Types
// Constants
// Prototypes
// TODO:
UCLASS()
class AMyActor : public AActor
{
GENERATED_BODY()
// Member Functions
public:
protected:
private:
// Member Variables
public:
protected:
private:
};
Private/MyActor.cpp
// MyProject
//
// 2026(c) - Copyright MyCompany
//
// File Name : MyActor.cpp
// Description : TODO:
//
// This Includes
#include "MyActor.h"
// Library Includes
// Local Includes
// Generated CPP
#include UE_INLINE_GENERATED_CPP_BY_NAME(MyActor)
// Static Variables
// Static function prototypes
// Implementation
Pages
- Getting Started — installation, adding your first project, engine discovery
- Usage Guide — search, class selection, generating files, settings
- Output Path Routing — how Public/Private path splitting works
- Templates — custom templates and template variable reference