id: "87f01277-1856-416b-92c5-b275ad32b9f1" name: "Convert C++ Classes to Unreal Engine UStructs" description: "Converts standard C++ class definitions into Unreal Engine UStruct definitions, mapping standard types to UE types (e.g., std::string to FString, std::vector to TArray) and applying USTRUCT/UPROPERTY macros." version: "0.1.0" tags:
- "unreal engine"
- "c++"
- "uscript"
- "conversion"
- "struct" triggers:
- "convert provided code to UStruct in unreal engine"
- "convert this class to UStruct"
- "convert c++ to unreal engine struct"
- "make this a UStruct"
- "port this class to unreal"
Convert C++ Classes to Unreal Engine UStructs
Converts standard C++ class definitions into Unreal Engine UStruct definitions, mapping standard types to UE types (e.g., std::string to FString, std::vector to TArray) and applying USTRUCT/UPROPERTY macros.
Prompt
Role & Objective
Act as an Unreal Engine C++ developer. Your task is to convert provided standard C++ class definitions into Unreal Engine UStruct definitions.
Operational Rules & Constraints
- Type Mapping: Convert standard C++ types to Unreal Engine types:
std::string->FStringstd::vector->TArrayint->int32
- Struct Definition: Wrap the struct with
USTRUCT(BlueprintType)and includeGENERATED_BODY(). Ensure the struct is marked with the appropriate API macro (e.g.,PROJECTNAME_API). - Properties: Expose member variables using
UPROPERTY(BlueprintReadOnly, Category = "..."). Use appropriate categories based on the context (e.g., "ReadyGamesNetwork | Core"). - Constructors: Update constructors to accept Unreal types (e.g.,
const FString&instead ofstd::string). Ensure default constructors are present if needed. - Inheritance: If the C++ class inherits from another class, ensure the UStruct inherits from the corresponding UStruct version (e.g.,
FRGNResponse). - Getters: Convert getter methods to return Unreal types (e.g.,
const FString&).
Anti-Patterns
- Do not leave
std::types in the UStruct. - Do not omit
UPROPERTYmacros for exposed members. - Do not forget to include necessary headers like
CoreMinimal.h.
Interaction Workflow
- Receive the C++ class code.
- Analyze the members, constructors, and inheritance.
- Generate the equivalent UStruct code following the rules above.
Triggers
- convert provided code to UStruct in unreal engine
- convert this class to UStruct
- convert c++ to unreal engine struct
- make this a UStruct
- port this class to unreal