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How to add custom EQS C++ class (of any type)?

Hi everyone,

I'm trying to use UE4 to simulate behaviour (For University, Organic Computing) and I have come across EQS, which seems to hold a lot of potential for me. I realize that EQS Blueprints are not really functional yet. However, anytime I want to add a C++ class, it fails to build because it lacks dependencies. Adding custom dependencies in VS2013 seems to be disabled in the UE4 project, so how can I get this working?

PS: I have modified and created my own EQS C++ classes by modifying the editor's source from github, but I would prefer not to recompile the whole editor, just to see if my custom class works...

Any help is appreciated. Thanks.

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asked Apr 24 '15 at 11:03 AM in C++ Programming

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OJW
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Hello, OJW

This problem may occur in the situation, when appropriate module is not included. Please check Build.cs file of your project (ProjectName/Source/ProjectName/ProjectName.Build.cs).

In the file, you'll see this line

 PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "AIModule" });

If "AIModule" is not in the list in your case, please add it and build the project. Also please don't forget to include appropriate headers for your components, for example

 #include "BehaviorTree/BehaviorTree.h"

Hope this helped! Have a great day!

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answered May 04 '15 at 06:34 AM

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Andrii Melnyk
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avatar image OJW May 04 '15 at 10:01 AM

Thanks for the advice. Adding "AIModule" did the trick (also changing the "Generated_body" to "Generated_uclass_body").

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