Breaking out classes to plugin

Hi all,

Our team are working with a couple of projects. We picked up UE4 this past fall and are now beginning to consolidate a couple of useful c++ classes, blueprint libraries etc.

We would like to break these classes out of their respective projects and put them in a separate plugin with it’s own repository that’s then included in all the prototypes.

It seems we can successfully migrate c++ blueprint libraries to the plugin without changing too much for the prototypes. However, when it comes to classes our blueprints derived from those classes do not pick up the change. I guess this problem is similar to the “avoid renaming c++ classes” paradigm. The difference from the renaming issue is that we normally solve renaming something like add ActiveClassRedirects->fixup redirectors->remove ActiveClassRedirects. It’s simple enough. The issue now is that we want to keep the OldClassName equal to NewClassName, else we have to change a lot of code.

Is there any way to achieve this?

Just tried renaming the classes with a “plugin prefix” and use the ActiveClassRedirects strategy but that didn’t work either… perhaps I’m doing something else wrong?

Ah, got it now. Something like this might do it: +ActiveClassRedirects=(OldClassName="MyClass",NewClassName="/Script/MyPlugin.MyClass")