Hello,
I would like to extend the editor with some functionality we previously had scattered around our asset pipeline.
What I would like to create: An Actor that has an editable normalized spline as some sort of reference mesh, like so…
So I went on and started to create a standalone plugin according to the corresponding tutorial on the wiki.
But when I try to create a new class derived from Actor inside my plugin I get all sorts of crazy compiler errors and have no clue how to solve them or if it’s even possible to do what I’m trying to do.
CorridorPlugin.Build.cs:
…
PrivateIncludePaths.AddRange(
new string[] {
“Developer/CorridorPlugin/Private”,
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"UnrealEd",
}
);
CorridorPluginPrivatePCH.h:
#include "UnrealEd.h"
#include "ICorridorPlugin.h"
#include "Components/SplineMeshComponent.h"
CorridorHerlper.h:
#pragma once
/**
*
**/
UCLASS()
class ACorridorHelper : public AActor
{
GENERATED_UCLASS_BODY()
};
CorrdidorHelper.cpp:
#include "CorridorPluginPrivatePCH.h"
#include "UnrealEd.h"
#include "CorridorHelper.h"
ACorridorHelper::ACorridorHelper(const class FPostConstructInitializeProperties& PCIP)
: Super(PCIP)
{
TSubobjectPtr<USplineMeshComponent> mesh = PCIP.CreateDefaultSubobject<USplineMeshComponent>(this, TEXT("SplineMeshComponent"));
RootComponent = mesh;
}
I hope you guys can help me.
Thanks,
Ruben