How can I get a Gameplay Module to load?
It might be extremely early, but I'm trying to figure out how modding is going to work by trying to write an extremely simple and purely scientific Unreal Tournament module.
I have cloned and successfully compiled both the UnrealEngine (4.1) and UnrealTournament. I then tried to follow this article: https://docs.unrealengine.com/latest/INT/Programming/Modules/Gameplay/index.html (many things are left unclear in here, a lot of hunting and pecking through existing code and files followed).
So, in UnrealTournament's
I got it to compile and ended up with a DLL file
Now I'd like to be able to load up this module in the editor when I load the UnrealTournament uproject. However, I have not the slightest idea how to do that. I tried following the article mentioned above and added those INI entries to
However, there is no way to see if
What do I need to do to have my module loaded with the UnrealTournament project and my blueprintable class to be recognized as a blueprint base?
Responding to an old post as I just spend an hour on this.
I am not sure what the correct method is, but I ended up editing the module list in the [project].uproject file. Everything seem to work after that. I suggest that https://docs.unrealengine.com/latest/INT/Programming/Modules/Gameplay/index.html be updated to either include that or give the correct mechanism.
Something I'll add is that in editor Window>Developer Tools>Modules will show you a list of all of the modules loaded. It is also a great way to recompile specific modules without restarting the editor.
answered Sep 01 '14 at 02:03 PM
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