[C++] Circular Dependencies in plugin modules
I'm making a plugin with 2 modules, which have to "cooperate" with each other (some of .cpp files include classes from another module and vice versa). My asset class created inside Runtime module need some data from Editor module. In other hand, my AssetTypeAction class declared inside Editor module need my asset class.
When I want to include some file from another plugin,I just add module name to DependencyModuleNames inside ModuleName.Build.cs. Unfortunately, when I did the same thing inside my second module build file,
Anyone know how to solve this?
I'm having the same problem.
Did you find a solution?
answered Nov 04 '16 at 07:23 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here