What's the Epic process to create a class in engine source?

I want to make a modification in engine source that need creation of a new class. I would like to know the correct Epic process to respect best practices and generate good boilerplate.

Could you point me to a doc or explain here?

Note: I do not intend to create a plugin, my code is in the engine (runtime)

Have you seen UE4 coding standard doc? Read this plus the engine headers themselves and you should be all set :slight_smile:

Cheers,

–mieszko

Thx for the link. I’ve read carefully the doc but can’t find anything to fix my issue.

I’ve followed the advises of the UnrealHeaderTool until had nothing more to say, ending up with a class very similar to all others with the generated.h file generated:
(…)
#include “MyClass.generated.h”

UCLASS()
class UMyClass : public UObject
{
	GENERATED_BODY()
};

But the macros UCLASS and GENERATED BODY are in error (explicit type is missing, “int” assumed). The problem is the same if I simply duplicate one of the UE class, changing only its name. The generated.h is generated, and class is in error because of undefined macros.

What do I miss?