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Plugin not compiling. HComponentVisProxy unresolved external symbol

EDIT: Typically I figured this out right after posting. I was missing 2 lines at the top of my cpp.

IMPLEMENT_HIT_PROXY(HControlPointVisProxy, HComponentVisProxy) IMPLEMENT_HIT_PROXY(HControlPointProxy, HControlPointVisProxy)

This seems to get things compiling. I'll check back in if the issue comes back.


Hi.
I'm making a Editor Mode plugin with a custom subclass of ComponentVisualizer.h. The plugin creates shapes in editor with handles to control them, similar to the Spline component.

I need to subclass 'HComponentVisProxy' to manage clicking on handles in the editor but as soon as I try access the sub-classed structs it fails to compile with the linker error below. If I pass it the base struct 'HComponentVisProxy' then everything compiles fine.

The compile fails on this line:

PDI->SetHitProxy(new HControlPointProxy(Component, i));

I've included "ComponentVisualizers" module in my Build.cs file so I should have access to the module. I'm using this tutorial on the Wiki which suggests using a custom editor module,but I'd prefer to keep this in a plugin. https://wiki.unrealengine.com/Component_Visualizers

Any gems of wisdom would be very helpful. Am I hitting a limitation of plugins or am I just blind to something obvious?

Thanks in advance.

Error log:

 1>GeometryControlComponentVisualizer.cpp.obj : error LNK2019: unresolved external symbol "public: static class HHitProxyType * __cdecl HControlPointVisProxy::StaticGetType(void)" (?StaticGetType@HControlPointVisProxy@@SAPEAVHHitProxyType@@XZ) referenced in function "public: virtual class HHitProxyType * __cdecl HControlPointVisProxy::GetType(void)const " (?GetType@HControlPointVisProxy@@UEBAPEAVHHitProxyType@@XZ)

 1>GeometryControlComponentVisualizer.cpp.obj : error LNK2019: unresolved external symbol "public: static class HHitProxyType * __cdecl HControlPointProxy::StaticGetType(void)" (?StaticGetType@HControlPointProxy@@SAPEAVHHitProxyType@@XZ) referenced in function "public: virtual class HHitProxyType * __cdecl HControlPointProxy::GetType(void)const " (?GetType@HControlPointProxy@@UEBAPEAVHHitProxyType@@XZ)

 1>C:\Projects\BuildingBuilder\Plugins\Builder\Binaries\Win64\UE4Editor-Builder-7084.dll : fatal error LNK1120: 2 unresolved externals


Declaring structs in FGeometryControlComponentVisualizer.h

 #pragma once
 #include "BuilderPrivatePCH.h"
 #include "UnrealEd.h"
 #include "ComponentVisualizer.h"
 #include "Engine.h"
 
 /** Base class for control point editing proxies */
 struct HControlPointVisProxy : public HComponentVisProxy
 {
     DECLARE_HIT_PROXY();
 
     HControlPointVisProxy(const UActorComponent* InComponent)
         : HComponentVisProxy(InComponent, HPP_Wireframe)
     {}
 };
 
 /** Proxy for a control point  */
 struct HControlPointProxy : public HControlPointVisProxy
 {
     DECLARE_HIT_PROXY();
 
     HControlPointProxy(const UActorComponent* InComponent, int32 InCPIndex)
         : HControlPointVisProxy(InComponent)
         , SelectedCPIndex(InCPIndex)
     {}
 
     int32 SelectedCPIndex;
 };
 
 class FGeometryControlComponentVisualizer : public FComponentVisualizer
 {
 public:
 virtual void OnRegister() override;
     virtual void DrawVisualization(const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI) override;
 }

Utilizing them in FGeometryControlComponentVisualizer.cpp

 void FGeometryControlComponentVisualizer::DrawVisualization(const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI)
 {
     if (const UGeometryControlComponent* ControlComp = Cast<const UGeometryControlComponent>(Component))
     {
         const FLinearColor SelectedColor = ControlComp->EditorSelectedColor;
         const FLinearColor UnselectedColor = ControlComp->EditorUnselectedColor;
         
         const TArray<FVector> ControlPoints = ControlComp->ControlPoints;
 
         for (int32 i = 0; i < ControlPoints.Num(); i++)
         {
             FLinearColor Color = (i == SelectedCPIndex) ? SelectedColor : UnselectedColor;
 
             int32 NextIdx = i + 1 > ControlPoints.Num() - 1 ? 0 : i + 1;    //Draw from last index back to first
 
             PDI->SetHitProxy(new HControlPointProxy(Component, i)); //Compile fails here
             PDI->DrawLine(ControlPoints[i], ControlPoints[NextIdx], Color, SDPG_Foreground);
             PDI->DrawPoint(ControlPoints[i], Color, 20.f, SDPG_Foreground);
             PDI->SetHitProxy(NULL);
 
         }
     }
 }

Plugins Build.cs

 PrivateDependencyModuleNames.AddRange(
             new string[]
             {
                 "Core",
                 "CoreUObject",
                 "Engine",
                 "Slate",
                 "SlateCore",
                 "InputCore",
                 "UnrealEd",
                 "LevelEditor",
                 "ComponentVisualizers",
             }




Product Version: UE 4.10
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asked Jan 30 '16 at 02:24 AM in C++ Programming

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Hum
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1 answer: sort voted first

Typically I figured this out right after posting. I was missing 2 lines at the top of my cpp.

IMPLEMENT_HIT_PROXY(HControlPointVisProxy, HComponentVisProxy) IMPLEMENT_HIT_PROXY(HControlPointProxy, HControlPointVisProxy)

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answered Jan 30 '16 at 03:07 AM

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Hum
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