How the conversion works
Convert BP_HealthShard to C++- The C++ Translator role reads the Blueprint.
- It writes the
.hand.cppfiles, with the same variables, functions and logic. - It compiles, using Live Coding on Windows.
- If there are errors it fixes them, for up to 3 rounds.
- It reports back in the chat with the result and the full header and source.
Your Blueprint is not changed, reparented or deleted. The new class sits next to it and you decide what to do with it.
What you need
- A C++ project with a
Sourcefolder. A Blueprint-only project needs one C++ class first (Tools, New C++ Class), then a build. - A Blueprint of up to about 200 nodes. Split bigger ones first.
- The Architect chat in the editor, where conversion runs.
What you get back
| Result | Meaning |
|---|---|
| Loaded | It compiled and the class is live in this editor session. |
| Compiles, pending restart | It compiles; a full build and an editor restart make it appear. |
| Errors | It could not reach a clean compile in 3 rounds. The report shows what is left. |
Anything the translator cannot turn into C++ becomes a // TODO(bp2cpp) comment, and the report lists each one. In this version Enhanced Input bindings and event dispatcher bindings always become TODOs, and a Blueprint whose parent is another Blueprint gets the nearest C++ parent instead.
Live Coding changes last for the current session. Build the project from your IDE before you reopen the editor, or the new class will not be there next time.
Frequently asked questions
Does the conversion change my original Blueprint?
No. The Blueprint is left as it is. The C++ class is created next to it.
Does it work on macOS?
The conversion itself works with the project's normal C++ build. Live Coding, which compiles without closing the editor, is the Windows path.
Which AI model does it use?
The same model as your chat unless you give the C++ Translator role its own slot on the Crew screen.