Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

How to make my plugin's functions accessible in blueprint ?

Hi, I am working on a blueprint and don't exactly know how to access the functions in blueprint. here is a part of the plugin code. I cannot add UFUNCTION macros because it won't get compiled, even if I add UCLASS() and GENERATED_UCLASS_BODY() still nothing will get compiled. so my question is that how do you make the plugin functions accessible in blueprint ?

 class FSimpleKinectV2Module : public IModuleInterface
     /** IModuleInterface implementation */
     virtual void StartupModule() override;
     virtual void ShutdownModule() override;
     bool getSensor();
     void shutdownSenor();
Product Version: UE 4.8
more ▼

asked Sep 28 '15 at 05:08 PM in Using UE4

avatar image

357 17 20 31

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Plugin module is no diffrent from game module that you code in game project. Reflection system work only in UObject, so so it wont work in non-UObject FSimpleKinectV2Module (that class is to represet your module in engine, main plug in code should not be there), insted create new UObject class same as you do in game code. Ofcorse you will need to do that manually, not in editor because it does not support plugin programing.

Engine is divided in to modules, and regardless if module is in engine source code or game project or plugin they all work the same, so ise them the same

more ▼

answered Sep 28 '15 at 05:55 PM

avatar image

36.7k 932 169 1111

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question