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How to declare a public dependency in a Blueprint-only project?

This question is related to the issue of TAssetPtr not accepting UPaperSprite as a type, when a UPaperSprite is loaded as a Content Reference from a DataTable: https://answers.unrealengine.com/questions/529693/why-wont-tassetptr-wont-accept-upapersprite-as-a-t.html

I have a Blueprint-only project, which I'd like to keep that way, and I need to use a DataTable with UPaperSprite Content References. I want to have the DataTable use a Struct with UPaperSprite objects, but the problem is (from the above referenced question):

I'm able to get the Content Reference to work in the DataTable by making the TAssetPtr use UObject (TAssetPtr), but then I have to cast the resolved Asset ID from an Object to a Paper2DSprite each time I want to get the Paper2D Sprite out of the DataTable.

The documentation says UPaperSprite is a UCLASS (see: https://docs.unrealengine.com/latest/INT/API/Plugins/Paper2D/UPaperSprite/index.html).

The posted solution was to add Paper2D as a public dependency in ProjectName.Build.cs. This is great. But: how do I do that in a Blueprint-only project, when there isn't a Build.cs file?


Product Version: UE 4.15
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asked Mar 04 '17 at 08:54 AM in Blueprint Scripting

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