Problem with custom module editor and AssetTypeCategories.h

Hi guys ! :slight_smile:

I’ve little problem in C++. I’m really new to the C++ API of UE4, and for my game’s project (tactical RPG), I wanted to create a tool (or even just a C++ class) which could be run in the editor, and where we could change two values : NumberRaws and NumberColomns, to generate on the fly a grid, directly in the map view of the editor.

So I’ve made my custom editor’s config, everything is compiled and work fine.
After that, I decided to look at that tutorial : http://orfeasel.com/creating-custom-editor-assets/, to create a custom asset called “Grid” which could be my C++ class to generate the grid on the fly, directly in the editor.

So I added all of that C++ classes on my module’s directory (Grid.cpp/Grid.h and UGridFactory.cpp/UGridFactory.h). After that, I included “AssetTools” in the public dependencyModulesNames of my module Build.cs file.
But here is the problem, when I include “AssetTypeCategories.h” in my Grid.cpp file (which is the class which handles the grid generation on the fly), that’s not recognized.

I’m certainly doind wrong things in one step, but where ? I really don’t know.
Any help is appreciate guys :slight_smile: Thank you really really much in advance !

Victor