Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

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
more ▼

asked Mar 04 '17 at 08:54 AM in Blueprint Scripting

avatar image

644 37 49 77

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

0 answers: sort voted first
Be the first one to answer this question
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question