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How to access engine code from a game plugin?

I'm a bit new to plugin development, so it's entirely possible I'm making a really basic mistake. I have a game plugin in which I am trying to procedurally create a skeletal mesh. I'm trying to call: FStaticLODModel::InitResources, which compiles fine, but then I get a linker error for it being unresolved. According to the docs, this code looks like it's in the engine module, so I've included it (along with several others) in the dependencies list in my Build.cs file. I'm even setting them in both the public and private dependencies to just try and get it working:

         PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "RenderCore", "ShaderCore", "RHI", "Renderer" });
         PrivateDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "RenderCore", "ShaderCore", "RHI", "Renderer" });

Any ideas? :)

Product Version: UE 4.13
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asked Oct 19 '16 at 08:02 PM in C++ Programming

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PerilousOrbit
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avatar image BrUnO XaVIeR Oct 19 '16 at 08:21 PM

Module: Engine

Header: Runtime/Engine/Public/SkeletalMeshTypes.h

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Ah, I believe this is actually because the function I'm using isn't prefixed with ENGINE_API. Other methods in that file that are prefixed with it do work. :)

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answered Oct 19 '16 at 08:39 PM

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PerilousOrbit
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