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Access cutom Component data in pluggin

Hey, i'm quite new to UE, and here my question :

I want to make an editor for objects having a custom Component ( call it CompoMain )

Thing is ,in pluggin, i don't succed to have access to said component data, any idea how to do that ?

additional : 'CompoMain' will call methods on secondary components.

Currently i have my editor ui working for "selected Actors"

Thanks ! :)

Product Version: UE 4.13
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asked Oct 17 '16 at 09:57 AM in C++ Programming

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Firefly74
1.1k 8 13 28

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You need to add the component as a PublicDependencyModuleName || PrivateDependencyModuleName to the project.

In your Projects Build.cs file, add

 PublicDependencyModuleNames.Add("NAMEOFYOURPLUGIN");
 PublicIncludePaths.Add("NAMEOFYOURPLUGIN/Public");

if you require private access

 PrivateDependencyModuleNames.Add("NAMEOFYOURPLUGIN");
 PrivateIncludePlaths.Add("NAMEOFYOURPLUGIN/Private");
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answered Oct 17 '16 at 03:06 PM

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DigitalKarnage
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avatar image Firefly74 Oct 17 '16 at 04:34 PM

Thanks for the reply ! But shouldn't it be the other way arround ? (refferencing my game , so my edotir got access to the data ? )

avatar image DigitalKarnage Oct 17 '16 at 05:35 PM

Plugins should not reference Applications, only other modules. Your editor will only understand the datatypes provided by the Plugin, just the same as the application.

To have both the Editor and the Application understand CompoMain, it needs to be in the plugin, and the plugin needs to be referenced by the Application and Editor.

avatar image Firefly74 Oct 17 '16 at 09:14 PM

ok, that make sens ! i will try that towmorow ! thanks for the reply !

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