Okay so I’d like to share my little journey that I’ve had using Rocket. I sent one of my team members some of my headers and they said, but these dont show up in the create blueprint menu, Im thinking well thats odd because they compile fine so I went exploring.
I found keywords like blueprinttype and blueprintable and I thought these might be it but upon getting my code to compile again I quickly found out these wernt the key. I had remembered someone mentioning having to compile in Rocket so my next order of business was to search out how to do this, it took some time because VS kept nerfing my projects when I closed Rocket before closing VS.
It was at this time I started thinking, well maybe I should be starting a new C++ project instead of a blueprint one even though a majority of the project is blueprint Im wanting to add C++. I started a new first person template then today after exploring low and behold I found something unexpected.
I found the compile button, stunned and shocked I quickly tested out creating a class extending from uobject and after a tiny crash it was on my blueprint menu, just where I had expected my other classes to be.
Why had the compile button not been there before I wondered, so I double checked and yes if you create a new first person blueprint template it is infact no where to be found and this problem had me stumped for ages because I really wasnt looking to do alot of C++ just simply create a few headers to fill out functionality within blueprints.
The whole process is extremely tedious and counter-intuative to the point I was wishing the old close/open UDK system back as I was constantly creating new projects because of an issue where it couldnt find the game module after Id compiled in VS but quit Rocket first. Even creating the headers is lengthy, not knowing which modifers go in what macros but I found those in ObjectBase.h.
All in all my experience with VS has been [less than perfect][3], thats not even counting my past experiences not related to Rocket. Atleast the building seems functional now even though I had seen people say you have to compile twice I thought it was just lack of experience talking, or perhaps its my lack of experience. Ive been programming for going on 20 years though since back in DOS and never had this much trouble getting code working in a game engine ever, even my experience with quake back in the day using xtreegold and the commandline went smoother because of all the little nuances in this current process.
I thought I would share this in hopes that the whole process can be made alittle bit easier, if not alot more so because if a person whos used Unreal Engine for 10 years has this much trouble, people new to the engine could quite possibly move along instead of taking the time to work it out as I have.
Thanks.