UTireType is not exported from UE4 engine

I’m unable to change the friction scale for my wheels in the C++ code because UTireType does not have the ENGINE_API prefix on the class. Besides using blueprints is there another way to do this? If I modify the TireType.h file and add ENGINE_API in the front it then works.

  1. Can someone update the UE4 engine source code so that this is exported as well?

    #pragma once
    #include “TireType.generated.h”

    UCLASS()
    class ENGINE_API UTireType : public UDataAsset
    {
    GENERATED_UCLASS_BODY()

    private:

-or-

  1. Is there a better work-around in C++ to handle this? (I do not want to use blueprints because they are too unstable for us yet). This is the code we currently have in the Constructor for the wheel:

    UM2Wheel::UM2Wheel(const class FPostConstructInitializeProperties& PCIP) : Super(PCIP)
    {
    Mass = 100.f;
    ShapeRadius = 32.3325f;
    ShapeWidth = 49.376f;
    bAffectedByHandbrake = true;
    SteerAngle = 0.f;
    TireType->SetFrictionScale(1.5f);
    }

No only ENGINE_API can solve the problem, I didn’t find solution to this problem.
Sorry for my English. Google translator)))

Yeah, we should report this as a bug and then they can export it. What do you think?

I think Yes, you should tell

Hi ,

I entered a request to see if it would be possible to expose the UTireType class (UE-4981). For now, adding ENGINE_API to the UTireType class header file is probably your best option.

OK, thanks . In our project right now we are trying to not modify the engine source at this time. Basically the only thing we can do right now is to accept the default friction value otherwise we would have to implement all of the wheels and other vehicle stuff in blueprints and the code is already done in C++. This was the only thing we needed that was not exposed even though it was included in the Engine’s Public header file.
Thanks,

I just made this change in our main branch, thank you for the feedback!