Hello! I’m battling a build error I can’t reason with and found no relevant documentation for.
In a fresh 4.7 project, I’m using a second module (the Procedural Mesh Example, for this matter), and trying to call it via code on my main module.
So in my main module I #include
d the relevant file from the other module(this one) and set the relevant classes in the secondary module to be exported, by adding PROCEDURALMESH_API
to the class signature:
UCLASS(editinlinenew, meta = (BlueprintSpawnableComponent), ClassGroup=Rendering)
class PROCEDURALMESH_API UProceduralMeshComponent : public UMeshComponent, public IInterface_CollisionDataProvider
{
GENERATED_UCLASS_BODY()
//...
}
The code compiles and links but upon launching the editor splash screen, I get this:
Looking at PROJECT_PATH/Binaries/Win64/
, I see UE4Editor-ProceduralMesh.dll
is there. It’s the real deal. It comes with a symbol db. I had a drink with it. But Windows doesn’t accept.
When building without linking between the modules, both modules load fine and do their thing, but I want them to do things together.
Has anyone had this before?