UE4 Code Modules

What are UE4 code modules?

In UE4, a module is a distinct unit of C++ code, with an accompanying C# build file. A game project can be made up of one or more modules, as can a plugin. Under the hood, a module corresponds to a dynamic library, although by default in shipping builds all code is linked together into a single executable.

Why use multiple modules?

It's possible to create a game (or plugin) that is composed of a single module, and for smaller projects that's fine. There are a number of reasons to consider splitting up your code however.

  • Encapsulation and organisation. It's always a good idea to encapsulate code as much as possible. Building a component or system in its own module encourages you to keep dependencies down.
  • Code reuse. A module is a natural unit of code for reusing across multiple projects. Separating logically distinct systems at the code level makes it easier to reuse something, even if initially you didn't envisage it being useful outside the project for which you originally wrote it. One effective approach, if you use git, is to put your reusable module(s) into their own git repository, and then incorporate that as a git submodule in any project repository.
  • Configuration-specific code. If you want to write editor extension code for your custom classes and game systems, you should put it into a dedicated Editor module. While preprocessor definitions (#if WITH_EDITOR) can be used in some cases, any non-trivial amount of editor-specific code should go into an Editor module. It's also possible to create Development only modules, so you can have, for example, debugging code which gets automatically compiled out of shipping builds. The same goes for server/client-only code.
  • Platform-specific code. Again, preprocessor macros for platform-specific code should be kept to a minimum. It's possible to provide platform-specific implementations of project components, each in their own module, and selectively build and package based on the target.

Adding a module

For the remainder of this article, wherever you see 'YourModuleName', regardless of case, be it as part of a filename or in code, replace it with whatever you want to name your module.

Adding an extra module is essentially the same whether you're adding it to a project or a plugin. Inside the source directory, create a new folder named YourModuleName. Within that, you first need the module build file, named YourModuleName.Build.cs. A basic one will look something like this:

// YourModuleName.Build.cs

using UnrealBuildTool;

public class YourModuleName : ModuleRules
    public YourModuleName(ReadOnlyTargetRules Target) : base(Target)
        PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

        PublicDependencyModuleNames.AddRange(new string[] {

Then you will want to add two folders, named Public and Private. The source (.cpp) files always go in the Private folder. Header files can go in either. If they define types or functions that you want to use from code inside other modules, put them in Public. Otherwise, put them in Private for maximum encapsulation.

A bare minimum compilable module requires a source file (YourModuleNameModule.cpp is a good standard) in the Private folder containing the following:

#include "ModuleManager.h"
IMPLEMENT_MODULE(FDefaultModuleImpl, YourModuleName);

To ensure your module gets built with your project, you can add a reference to it in your target file (YourProjectName.Target.cs/YourProjectNameEditor.Target.cs) as follows:


However, in practice you will generally have a dependency chain connecting your module to the main project module (through one or more PublicDependencyModuleNames additions in .Build.cs files), in which case this step is not actually necessary.

Finally, you need to add a module reference to the .uproject (or .uplugin) descriptor, in the "Modules" array:

"Modules": [
            "Name": YourModuleName,
            "Type": "Runtime",
            "LoadingPhase": "Default"

See the engine documentation for information on options for module type and loading phase. The linked page is written for plugins, but is the most up-to-date and also applies for adding modules at the project level.

Exposing code to other modules

In some cases, your module might not need to expose anything at all. It could just define some AActor/UObject types that will be picked up by the engine for use in the editor only, or it might just be registering some editor extensions. Often, however, you'll write a module that acts as a library, providing types and functionality to be used by other module code. In that case, you need to explicitly provide access to those elements.

I'll just detail the standard approach here. There is an alternative that has some benefits as well as restrictions, but I'll leave that for a later article.

In your public headers, add the YOURMODULENAME_API macro to declarations of types or functions that should be exposed.

// Exposed code from module 'YourModuleName', for use in other modules.

class YOURMODULENAME_API AMyActor: public AActor



Then these specific types/functions will be accessible from within the code of other modules. Your other module will need to add a static dependency in its build file. For example, if SomeOtherModule needs to use types from YourModuleName, add the following to SomeOtherModule.Build.cs:



The repository containing source code examples for other articles on this site has been written in modular form, so is a good reference. Kantan Charts, also on Github, is another example of using multiple modules, this time in the context of a plugin.


Reducing dependencies and keeping code organized can save you some major headaches down the line. Modules are great, use them!

I'll go into some more details, and also touch on plugins, in another article soon.

Details Panel Customization

The UE4 details panel is used all over the editor for displaying properties of actors, blueprint defaults, settings and the like. It's possible to customize which properties are displayed and how they appear, which can really help to make things easier and more intuitive for designers.

You can pretty much do whatever you want within a customization, the API is extensive and you can add whatever Slate widgets you like. This article will focus on the basics of registering a customization and accessing categories and properties.


The setup requirements are unfortunately a bit of a hassle, especially if you don't already have an editor module in your project. While the customization system is very flexible, it's a little annoying to have to go through this process when you only want to make a very minor customization.

The first step is to add an editor module to your project or plugin. The process for that is outside the scope of this article, but there's a good explanation of it on the UE4 wiki. For details customization, make sure you have the "Slate", "SlateCore", "UnrealEd" and "PropertyEditor" modules added to your dependency module names list in your editor module's .build.cs file.

Next up, add a header and cpp file to this module for the customization class. The header is very straightforward, just derive from IDetailCustomization and override the CustomizeDetails method. Note that you'll want one of these classes for each individual UCLASS that you intend to customize.

// MyCustomization.h
#pragma once

#include "IDetailCustomization.h"

class FMyCustomization: public IDetailCustomization
    // IDetailCustomization interface
    virtual void CustomizeDetails(IDetailLayoutBuilder& DetailBuilder) override;

    static TSharedRef< IDetailCustomization > MakeInstance();

The MakeInstance static method is just a convenience helper.

In your cpp file, the boilerplate implementation looks as follows:

// MyCustomization.cpp
#include "MyEditorModulePCH.h"
#include "MyCustomization.h"
#include "MyClass.h" // The class we're customizing
#include "PropertyEditing.h"

#define LOCTEXT_NAMESPACE "MyEditorModule"

TSharedRef< IDetailCustomization > FMyCustomization::MakeInstance()
    return MakeShareable(new FMyCustomization);

void FMyCustomization::CustomizeDetails(IDetailLayoutBuilder& DetailBuilder)
    // This is where the core of the customization code will go.


It's also necessary to register your customization, to tell UE4 which UCLASS should use the customization. In theory this can be done anywhere, but generally you will want to add the following to your editor module's StartupModule method:

// Register detail customizations
    auto& PropertyModule = FModuleManager::LoadModuleChecked< FPropertyEditorModule >("PropertyEditor");

    // Register our customization to be used by a class 'UMyClass' or 'AMyClass'. Note the prefix must be dropped.


Note you should also #include "PropertyEditorModule.h" at the top of the file.
Ideally, unregister the customization when you're done with it - usually in the ShutdownModule method.

    auto& PropertyModule = FModuleManager::LoadModuleChecked<FPropertyEditorModule>("PropertyEditor");



Okay, with that done, let's return to the CustomizeDetails method of your customization class. This is where you add the code that will change how your class's properties are displayed. We'll assume that the class we've customized is defined as follows:

class UMyClass: public UObject
    UPROPERTY(EditAnywhere, Category = "Cat A")
    FString BaseString;

    UPROPERTY(EditAnywhere, Category = "Cat A")
    int32 Count;
    UPROPERTY(VisibleAnywhere, Category = "Cat B")
    TArray< FString > GeneratedList;

Property Handles

The customization framework is built on the IPropertyHandle type, which represents a particular UPROPERTY on your class, but can potentially be linked to the value of that property on multiple instances of your class (for example, if you are viewing properties of selected actors in a level and have more than one actor selected).

Retrieve a property handle as follows:

TSharedRef< IPropertyHandle > Prop = DetailBuilder.GetProperty(GET_MEMBER_NAME_CHECKED(UMyClass, BaseString));

The GetProperty method takes an FName identifying the property. GET_MEMBER_NAME_CHECKED is not required, but is a useful macro that will protect against possible mistakes when naming properties with strings, by letting you know at compile time if no property exists with the name given.

You should generally check the resulting handle for validity (IPropertyHandle::IsValidHandle()) before using it. Properties can be unavailable in some circumstances, for example as a result of metadata specifiers used in the UPROPERTY macro.

IPropertyHandle encapsulates a lot of functionality. You can use it to get and set the underlying value, register OnChanged handlers, and access child handles in the case of structs and arrays.


Properties are divided into categories as specified by the Category metadata. You are free to reorganize property categories within a customization, to hide existing categories and to create new ones. You access a category builder by calling:

IDetailCategoryBuilder& Cat = DetailBuilder.EditCategory(TEXT("CatName"));

Note that for UCLASS customizations, any properties that you don't specifically modify or hide will be added to the details panel below those that you do customize, within their default category.

Basic Operations

// Note hiding is done using the DetailBuilder, not the CategoryBuilder

// Hide an entire category

// Add a property to a category (properties will be shown in the order you add them)

Dynamic State

Using Slate attributes, it's easy to have property state such as visibility and enabled state determined dynamically. The AddProperty method returns a reference to an IDetailPropertyRow interface that provides this functionality. Unfortunately sometimes you're forced to write some rather ugly boilerplate...

auto OnGetPropVisibility = [] { return /* Query some state here */ ? EVisibility::Visible : EVisibility::Collapsed; };
auto PropVisibilityAttr = TAttribute< EVisibility >::Create(TAttribute< EVisibility >::FGetter::CreateLambda(OnGetPropVisibility));


With the above code, the engine will call back into the OnGetPropVisibility lambda each frame to determine whether the property should be shown or not.

Accessing the Customized Object(s)

Some simple customizations may not require direct access to the objects being customized, but often it's useful. Remember that the details panel may be displaying multiple objects at any one time.

TArray< TWeakObjectPtr< UObject > > Objects;

In practice, I've found that for most non-trivial customizations, it makes sense to restrict the customization to a single object at a time. The following check (along with the above two lines of code) at the top of your CustomizeDetails override can be used to fall back onto the default details display whenever multiple objects are being viewed.

if (Objects.Num() != 1)

You'll then generally want to cast the single object to the class type for which you've registered your customization. Using a TWeakObjectPtr here is useful for being able to safely capture the object in any callback lambdas you may create.

TWeakObjectPtr< UMyClass > MyObject = Cast< UMyClass >(Objects[0].Get());

If you're not a fan of lambdas, you may want to store it in a member variable on your customization class. If you do so, be sure to store it as a TWeakObjectPtr and check for validity when accessing it in event handlers.

Custom Rows

If you're writing a customization, you probably want to do more than just rearrange properties. Custom rows let you add arbitrary Slate widgets to the details panel. Here's an example based on the class definition given above.

Showing a warning message about invalid property values.
(Note that customizations can also be used to enforce validation on user-entered property values).
auto OnGetWarningVisibility = [MyObject]
    return MyObject.IsValid() && MyObject->BaseString.IsEmpty() ? EVisibility::Visible : EVisibility::Collapsed;
auto WarningVisibilityAttr = TAttribute< EVisibility >::Create(TAttribute< EVisibility >::FGetter::CreateLambda(OnGetWarningVisibility));

Cat.AddCustomRow(LOCTEXT("MyWarningRowFilterString", "Search Filter Keywords"))
        .Text(LOCTEXT("MyWarningTest", "BaseString should not be empty!"))

Displaying a button that triggers editor-time processing.
auto OnRegenerate = [MyObject]
        for(int32 i = 0; i < MyObject->Count; ++i)
            MyObject->GeneratedList.Add(MyObject->BaseString + TEXT("_") + (MyObject->Count + 1));
    return FReply::Handled();

Cat.AddCustomRow(LOCTEXT("MyButtonRowFilterString", "Search Filter Keywords"))
        .Text(LOCTEXT("RegenerateBtnText", "Regenerate List"))


For most cases, using dynamic updates as above is the easiest. Once in a while though, you may just want to force the details panel to refresh and call your CustomizeDetails method again from scratch. You'll generally want to do this from within a handler that you've added to one of your custom controls, or perhaps a property changed event.


The above will require you to either capture the DetailBuilder reference in your lambda, or if using method delegates rather than lambdas, store a pointer to it inside your customization class.

Further Info

That turned out to be rather long, and yet it really only touched the surface. For more details, I'd recommend checking out the various interface types mentioned above in the API reference, starting here. There's also the offical docs page here, which has some great info but is unfortunately rather out of date when it comes to the code.

Also, this wiki article covers some aspects of customization that I haven't, for example USTRUCT customization.

Any questions, just post in the comments.

So what is it?

This site will be the hub for all my UE4 related work and projects, both community and marketplace.

I plan to post articles focussed on specific UE4 C++ programming tasks, some covered in depth, others just code snippets. All associated code will be available on my Github page. I may also put up some dev blogs on work-in-progress projects from time to time.

It's my first website so bear with me, and let me know if you have any feedback or requests.

So what is it?
No, we won't go there.