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LINK ERROR when using plugin

Using the engine plugin, I created the object in the plugin compiler after the LINK ERROR, I like the following use:

 PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UObjectPlugin" });

And then create an instance of the plug-in that inherits from UObject:

 #include "TestNullProject.h"
 #include "TestNullProjectGameMode.h"
 #include "MyPluginObject.h"
 void ATestNullProjectGameMode::StartPlay()

     UMyPluginObject* MyPluginObject = NewObject<UMyPluginObject>();    

LINKERROR appears at compile time:

 2>TestNullProjectGameMode.cpp.obj : error LNK2019: unresolved external symbol "private: static class UClass * __cdecl UMyPluginObject::GetPrivateStaticClass(wchar_t const *)" (?GetPrivateStaticClass@UMyPluginObject@@CAPEAVUClass@@PEB_W@Z),referenced in function "class UMyPluginObject * __cdecl NewObject<class UMyPluginObject>(class UObject *)" (??$NewObject@VUMyPluginObject@@@@YAPEAVUMyPluginObject@@PEAVUObject@@@Z) 
 2>D:\Unreal Projects\TestNullProject\Binaries\Win64\UE4Editor-TestNullProject-6519.dll : fatal error LNK1120: 1 unresolved externals
 2>ERROR : UBT error : Failed to produce item: D:\Unreal Projects\TestNullProject\Binaries\Win64\UE4Editor-TestNullProject-6519.dll

use it with wrong way?

Product Version: UE 4.14
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asked Dec 08 '16 at 09:49 AM in C++ Programming

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1 answer: sort voted first

Ok, solved this:

In MyProject.build.cs I added the following lines:

 PrivateDependencyModuleNames.AddRange(new string[] { "UObjectPlugin" });
 PrivateIncludePathModuleNames.AddRange(new string[] { "UObjectPlugin" });

And then in the file which wanted to use this custom mesh component it was enough to include it like this:

 #include "MyPluginObject.h"

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answered Dec 10 '16 at 04:05 PM

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