Creating C++ Base Class ======================= 1. In Contents -> Blueprint. rename `Grabber` to `BP_Grabber` and do the same with `CuttableTree` 2. Check the parent of `BP_Grabber` by either checking `Class Settings` or looking at the top right and we should see that the parent is `Scene Component` .. image:: /_static/images/bp_class_settings.PNG .. image:: /_static/images/parent_is_scene_component.PNG 3. Ensure Windows SDK is installed: https://developer.microsoft.com/en-us/windows/downloads/windows-10-sdk/ 4. Right click and create new C++ class and choose `Scene Component` and name it `Grabber`. Click on `Public` .. image:: /_static/images/new_cpp_class.PNG 5. Change the code `BlueprintsToCpp\Source\BlueprintsToCpp\Public\Grabber.h` .. code-block:: cpp UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) ) class BLUEPRINTSTOCPP_API UGrabber : public USceneComponent Add Blueprintable: .. code-block:: cpp UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent), Blueprintable ) 6. Ctrl-Shift-B to build the project and we should see it in the Content Browser. (In some versions of UE4 it may require rebooting) .. image:: /_static/images/grabber_cpp_in_content_browser.PNG 7. In the `BP_Grabber` BluePrint, go to `Class Settings` and change `Parent Class` to `Grabber` .. image:: /_static/images/set_grabber_cpp_as_parent.PNG 8. Do the same thing with `BP_QuestManager`. Check that parent is Actor so create an Actor C++ Class named `QuestManager`. Note that this time we do not need to add `Blueprintable` because Actor is already `Blueprintable`. Now make parent of `BP_QuestManager` to be `QuestManager`