[Mono-ue] CppSharp Setup for generating our own Bindings

Michael Hutchinson m.j.hutchinson at gmail.com
Sun Nov 2 21:25:18 UTC 2014

Bindings are automatically generated from all Blueprint-visible
types/functions/properties in the UObject type system. This
information is parsed from the C++ headers by UHT (Unreal header Tool)
and we have a UHT plugin (MonoScriptGenerator) that generates the
bindings, and a UBT extension that compiles them. This is automatic
for custom C++ UObject types as well, not just the builtin ones.

It should be possible to use CppSharp to generate wrappers for types
that are not part of the UObject type system but this is not something
we've done yet ourselves. We've used custom C++ glue (see e.g.g
MonoRuntime/Source/MonoRuntime/Private/MonoUnrealInterop.cpp) to
expose the minimal additional functionality that we needed so far.

On 2 November 2014 12:16, Eugene Tchoukhrov <ujen at vicogamestudio.com> wrote:
> I am trying to generate bindings for a class in UE4 but I noticed that UE4s
> headers are setup differently and includes are done by the UBT. This results
> in Parse error by CppSharp.
> Could you share how you setup CppSharp to properly generate bindings?
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Michael Hutchinson ~ https://mhut.ch

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