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How to create your own ScriptGenerator

I'm working on a language plugin for Unreal, and I've been trying to figure out how does UHT pick up your own ScriptGenerator plugin. By reading the source code, I understand I should inherit from IScriptGeneratorPluginInterface and do something like IModularFeatures::Get().RegisterModularFeature(TEXT("ScriptGenerator"), this); at startup. However, I've been having trouble to even get my module loaded.

By following ScriptGeneratorPlugin example, I've made a new plugin with the following .uplugin:

     "FileVersion" : 3,
     "FriendlyName" : "UE4Haxe Extern Generator plugin",
     "Version" : 1,
     "VersionName": "alpha",
     "FriendlyVersion" : "1.0",
     "EngineVersion" : "4.8.0",
     "Description" : "Automatically generate externs from UHT definitions",
     "Category" : "Scripting",
     "EnabledByDefault" : true,
     "IsBetaVersion" : true,
     "Modules" :
             "Name" : "HaxeExternGenerator",
             "Type" : "Program",
             "LoadingPhase" : "PostConfigInit"

Right now my implementation of the module just consists of stub calls. For example, the header is:

 #pragma once
 #include <IScriptGeneratorPluginInterface.h>
 #include <Modules/ModuleManager.h>
 class IHaxeExternGenerator : public IScriptGeneratorPluginInterface
   static inline IHaxeExternGenerator& Get() {
     return FModuleManager::LoadModuleChecked<IHaxeExternGenerator>("HaxeExternGenerator");
   static inline bool IsAvailable() {
     return FModuleManager::Get().IsModuleLoaded("HaxeExternGenerator");

And the C++ file implements all abstract functions from IScriptGeneratorPluginInterface and StartupModule/ShutdownModule. The C++ code also calls IMPLEMENT_MODULE(FHaxeExternGenerator, HaxeExternGenerator)

The strange part is that when the .uplugin is defined as a program - like it is right now - UBT won't even build it when building the main project. When I change it to Editor, it does build, but the resulting module doesn't get loaded in UBT in time for it to be picked up by UHT.

Am I missing something?

Product Version: UE 4.9
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asked Oct 27 '15 at 04:10 PM in C++ Programming

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avatar image Robert A. Sep 29 '16 at 07:03 PM

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It turns out you'll need to actually change the Target.cs file of UnrealHeaderTool to make the program build, like this: https://github.com/proletariatgames/UE4HaxeExternGenerator

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answered Sep 29 '16 at 07:06 PM

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