Create new Unreal Engine entities
JetBrains Rider offers a set of predefined templates for Unreal Engine classes and dedicated actions to create a new class, plugin, and module, allowing you to automate boilerplate code generation and switch between the IDE and Unreal Editor less often.
All predefined templates for Unreal Engine classes are available on the Editor | File Templates | Unreal Engine page of JetBrains Rider settings.
In the Solution Explorer, select a source folder where you want to create a new class.
From the context menu, select Add | Unreal Class.
Specify the name of the new class.
Choose the class you would like your new class to derive from. The parent class can be a common gameplay class or any arbitrary Unreal Engine class available in the current context.
Choose the root, Public, or Private folder to put the resulting generated files relatively under the initially selected source folder.
Alternatively, manually specify the path where the header and source files will be generated.
Click OK. The newly generated header and source files with template code will be added to the corresponding folders and opened in the editor.
note
You need to rebuild the project to make this new class available in the Unreal Editor.
tip
When creating a new module with game logic, you regularly do many things: add a folder, add a Build.cs
file into this folder, create a class that initializes the module, and update the .uproject
and Target.cs
files. JetBrains Rider helps you automate these tasks.
In the Solution Explorer, select a source folder where you want to create a new module.
From the context menu, select Add | Unreal Module.
Specify the name of the new module.
Choose a module type from the list.
tip
The list represents the types of environments that can load your module. Learn more about the listed options in the Unreal Engine documentation.
Select the loading phase.
Choose
Target.cs
files where you want to add module references.
Click OK. Depending on the selected module type, JetBrains Rider will generate the
Build.cs
file and the module’s source and header files.
JetBrains Rider allows you to create several different types of plugins, similar to using the New Unreal Plugin button in the Unreal Editor's Plugin Browser but right in the IDE.
In the Solution Explorer, select a project or folder where you want to create a new plugin.
From the context menu, select Add | Unreal Plugin.
Specify the name of the new plugin.
Choose a plugin template from the list.
Specify Descriptor Data.
Choose projects where you want to use a new plugin and add references.
Click OK. Depending on the selected plugin template, JetBrains Rider will generate the
.uplugin
file that describes the plugin and modules with all the required source files.