UnrealPilotSeptember 13, 20268 min read

Generate UE5 C++ Classes with UnrealPilot

Describe what you need. UnrealPilot writes the UCLASS, UPROPERTY, UFUNCTION boilerplate and the actual implementation.

The Boilerplate Problem

Writing C++ for Unreal Engine means writing a lot of boilerplate. Every class needs the right macros. Every property needs UPROPERTY with the correct specifiers. Every function that should be callable from Blueprints needs UFUNCTION.

It's not hard—it's just slow. And if you get the syntax wrong, you get cryptic compilation errors.

UnrealPilot Understands UE5 C++

UnrealPilot isn't a generic code generator. It understands Unreal Engine conventions, macros, and patterns. When you ask for a class, you get code that actually compiles and follows Epic's guidelines.

Creating an Actor

"Create an actor called AHealthPickup that heals the player on overlap"

UnrealPilot generates:

  • Header file with proper includes
  • UCLASS macro with correct specifiers
  • UPROPERTY for HealAmount with EditAnywhere, BlueprintReadWrite
  • USphereComponent for overlap detection
  • UFUNCTION for OnOverlap bound to the component
  • Implementation file with all the logic

Creating Components

"Create a UActorComponent called UInventoryComponent with TArray of FInventoryItem"

The AI knows the difference between ActorComponents and SceneComponents. It generates the right base class, proper TArray usage, and any struct definitions you need.

Multiplayer Code

"Add a replicated float property called CurrentHealth to AMyCharacter"

UnrealPilot adds:

  • UPROPERTY with Replicated specifier
  • GetLifetimeReplicatedProps override
  • DOREPLIFETIME macro in the implementation
  • Optional: RepNotify if you ask for it

Not Just Generation—Modification

UnrealPilot can also modify existing C++ classes:

"Add a TakeDamage function to AEnemyCharacter that reduces health"
"Make the FireRate property editable in Blueprints"
"Add a delegate for OnHealthChanged"

It finds the right file, adds the declaration to the header, adds the implementation to the cpp, and handles includes.

Fixing Compilation Errors

Paste your compilation error:

"Fix this error: error C2027: use of undefined type 'ACharacter'"

UnrealPilot identifies the missing include and adds it. For more complex errors, it explains what went wrong and suggests fixes.

Understanding Context

UnrealPilot reads your existing code. When you say "add a function to this class," it knows what class you're looking at. When you reference other classes in your project, it finds them and uses the correct types.

This context-awareness is what makes the generated code actually work in your project, not just in isolation.

Live Coding Support

After UnrealPilot generates or modifies code, you can hot reload it:

"Hot reload the project"

UnrealPilot triggers Live Coding, compiles your changes, and reports success or any errors. No switching to Visual Studio, no manual rebuild.

What It Won't Do

UnrealPilot generates code you can read and maintain. It won't:

  • Write overly clever or obfuscated code
  • Ignore Unreal Engine conventions
  • Generate code that compiles but crashes at runtime

The goal is production-ready code, not technically-impressive code.

Try It

UnrealPilot is in beta. If you're tired of writing UE5 boilerplate, request access and let AI handle the repetitive parts.

Request beta access →