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Editor module to runtime module to plugin linking

I've got following situation:

  1. Custom runtime MyModule which have couple of custom actors

  2. MyModule links to ProceduralMeshComponent plugin by including it as privatedependencymodules, since actors need procedural meshes as components

  3. I've added MyModule as private dependency to UnrealEd editor module so that I can edit placement palette file and drag'n'drop my custom actors into the scene as all other engine actors (I did that for my other actors from other runtime module and that worked for them).

As you may guess it's not working. I got procedural mesh component missing DLL when I launch the project. Is such scenario even possible? Or I have to use god-forsaken blueprints and drag'n'drop from the assets without adding the actors to the placement panel?

Product Version: UE 4.13
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asked Dec 05 '16 at 05:39 PM in C++ Programming

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avatar image Shadowriver Dec 05 '16 at 08:25 PM

First of all, technicly all mdules are the same, "runtime and "editor" is just to inform engine which one can be used in editor only. What you doing sounds crazy, you should not edio UnrealEd module for something such trival there most likely ways to avoid that. What is "placement panel"? you mean Modes tab?

avatar image devast3d Dec 05 '16 at 08:30 PM

Yes, I'm adding my actors to Modes tab under my custom category. I've done that already for other actors. To do that I've added custom actor factory and then edited PlacementModeModule (which is actually filling Modes tab) which is linking to UnrealEd. All that worked for me before, but when I'm linking to ProceduralMeshComponent plugin it's not working anymore due to missing DLL.

Do you know the other way to drag'n'drop custom c++ non-bluprint actors to the world from the editor?

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