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Build.cs Plugin Includepaths

 using UnrealBuildTool;
 using System.IO;
 public class RankedGamingUE4 : ModuleRules
     private string ModulePath
             get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
     public RankedGamingUE4(TargetInfo Target)
         PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
             // Async Web Requests
             PrivateDependencyModuleNames.AddRange(new string[] { "Http" });
             // UMG UI Components
             PrivateDependencyModuleNames.AddRange(new string[] { "UMG" });
         // Slate UI
         PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
         // RGAPI Include Paths
         /*PrivateIncludePaths.Add( Path.GetFullPath( Path.Combine( ModulePath, "RGAPI/include/core" ) ) );
         PrivateIncludePaths.Add( Path.GetFullPath( Path.Combine( ModulePath, "RGAPI/include/external" ) ) );
         PrivateIncludePaths.Add( Path.GetFullPath( Path.Combine( ModulePath, "RGAPI/include/public" ) ) );*/
         PrivateIncludePaths.Add( "RGAPI/include/core" );
         PrivateIncludePaths.Add( "RGAPI/include/external" );
         PrivateIncludePaths.Add( "RGAPI/include/public" );

This is the build.cs that I made. Now the problem is that it doesn't add the absolute include path, so inside VS i end up with "../../Plugins/RankedGamingUE4/Source/RGAPI/include/core" for example and it fails to include from source. How do I fix that?

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asked May 01 '15 at 12:54 PM in C++ Programming

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Sir Rogers
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