
CodeForge: Native, node-based, offline visual C++ programming plugin for Unreal Engine
A downloadable tool
CodeForge: Visual C++ Code Generator for Unreal Engine 5
Design classes visually. Generate production-ready C++. Skip the boilerplate.
CodeForge is a node-based editor plugin that lets you define UE5 classes, structs, enums, and interfaces in a visual graph — then generates fully UHT-compliant, compile-ready .h and .cpp files at the click of a button.
Why CodeForge?
Every Unreal C++ class starts with the same ceremony: macro declarations, include chains, replication boilerplate, specifier strings you've typed a thousand times. CodeForge eliminates that friction while keeping you in full control of the output.
Visual Graph ──▶ Template Engine ──▶ .h / .cpp on disk ──▶ Compile
You design the shape of your code visually. CodeForge handles the syntax.
Core Features
◆ Node-Based Class Designer
Build your C++ types by connecting nodes in an intuitive graph editor. Eight node types cover the full UE5 type system:
Class, Struct, Enum, Interface, Property, Function, RPC, Delegate.
Connect member nodes to type nodes via typed pins. The schema enforces correct connections: properties connect to classes and structs, RPCs only to actor-derived classes.
◈ Live Code Preview
A split-pane preview panel shows the generated .h and .cpp in real time as you edit. Every change in the graph instantly reflects in the preview: no guesswork about what the output will look like.
◇ Full Replication Scaffolding
Check a single box and CodeForge generates the entire replication setup:
- bReplicates = true in the constructor
- GetLifetimeReplicatedProps() override with per-property DOREPLIFETIME_CONDITION()
- All 15 UE5 replication conditions (CONDOwnerOnly, COND_InitialOnly, CONDSimulatedOnly, ...)
- OnRep_ functions for RepNotify properties
- Server/Client/NetMulticast RPCs with Implementation and Validate stubs
Networking code that normally takes 15 minutes of careful copy-paste: generated correctly in seconds.
◆ Smart Validation with Auto-Fix
Real-time validation runs on every edit and displays errors and warnings directly on graph nodes:
Check Example Duplicate names Two properties both named Health C++ keyword conflicts Property named class or return UE5 naming conventions Bool not prefixed with b, wrong class prefix Type corrections Float ➜ float, String ➜ FString, Vector ➜ FVector Context errors RPC on a non-Actor class, RepNotify without Replicated Enum integrity Duplicate entries, empty enums
Many warnings include one-click auto-fixes — click to correct the b prefix, fix a type name, or add the proper class prefix.
◈ Customizable Template Engine
Code generation is driven by .cft template files using a clean Handlebars-like syntax.
Override any template. Point Custom Template Path in Project Settings to your own .cft files and CodeForge uses them instead — brand your headers, add team conventions, or restructure the output however you like.
◇ Structural Change Detection + Live Coding
CodeForge maintains a generation manifest and classifies each regeneration:
- Structural change (new properties, renamed functions) ➜ hot reload required
- Behavioral change (function body edits) ➜ triggers Live Coding automatically
This means editing function bodies through CodeForge and recompiling can happen without leaving the editor.
◆ Custom Thumbnails in Content Browser
Every CodeForge blueprint asset gets a unique, auto-rendered thumbnail:
- Color-coded by type (blue for classes, green for structs, amber for enums, cyan for interfaces)
- Shows the kind letter, subtype label, and member count
- Colors sync with your node color settings — retheme the graph, and the thumbnails follow
◈ Drag-and-Drop Type Assignment
Drag a CodeForge Struct or Enum asset from the Content Browser directly onto a Property node: the property type and include path are filled in automatically. No manual typing of FMyStruct or figuring out include paths.
◇ RPG Starter Kit Examples
Hit the Examples button to generate a complete set of six interconnected assets: each of them fully configured with properties, functions, replication, and cross-references — ready to generate and compile as a starting point for any project.
Supported Class Types
CodeForge covers 11 UE5 base class types out of the box:
AActor | APawn | ACharacter | UActorComponent | USceneComponent | UObject | AGameModeBase | AGameStateBase | APlayerController | APlayerState | AHUD
Plus USTRUCT, UENUM, and UINTERFACE — covering the vast majority of gameplay C++ types.
CodeForge — because life's too short to type GetLifetimeReplicatedProps by hand.
| Status | Released |
| Category | Tool |
| Author | GregOrigin |
| Genre | Visual Novel |
| Tags | coding, native, node, offline, plugin, productivity, Unreal Engine, value |
| Content | No generative AI was used |
Download
Click download now to get access to the following files:





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