x

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. 

UHT Couldn't Find Parent Type of a Module Declared in Build.cs

Hello! I'm creating an Scene Component with a custom Component Visualizer but I'm having problems trying to add this module to my plugin, I have added already "ComponentVisualizers" on my private dependences Module Names and UnrealEd, but I'm still getting this error from UHT when I'm compiling.

1>EXEC : error : Couldn't find parent type for 'ActorLauncherVisualizer' named 'FComponentVisualizer' in current module or any other module parsed so far.

here's my Actor Launcher Visualizer.h file:

 #pragma once
 
 #include "CoreMinimal.h"
 #include "ComponentVisualizer.h"
 #include "ActorLauncherComponent.h"
 #include "ActorLauncherVisualizer.generated.h"
 
 UCLASS()
 class MYGAME_API FActorLauncherVisualizer : public FComponentVisualizer
 {
     GENERATED_BODY()
 
 public:
 
     virtual void DrawVisualization(const UActorComponent* Component, const FSceneView* View, FPrimitiveDrawInterface* PDI) override;
 
     UActorLauncherComponent* GetEditedTargetingComponent() const;
 
 private:
 
     /**Index of target in selected component*/
     int32 CurrentlySelectedTarget;
 };
 

and Here's my Module build.cs Private Dependency Modules

             PrivateDependencyModuleNames.AddRange(
                 new string[]
                 {
                     "Projects",
                     "InputCore",
                     "UnrealEd",
                     "LevelEditor",
                     "CoreUObject",
                     "Engine",
                     "UnrealEd",
                     "Slate",
                     "PropertyEditor",
                     "SlateCore",
                     "ComponentVisualizers",
                     // ... add private dependencies that you statically link with here ...    
                 }
                 );

Is this a Bug or I have done something wrong with my module? if so, can anyone help me to shed light on this? Thanks!

Product Version: UE 4.17
Tags:
more ▼

asked Sep 29 '17 at 02:40 AM in C++ Programming

avatar image

elisamuelps
19 3 5 9

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

1 answer: sort voted first

You shouldn't have used UCLASS and GENERATED body on an FClass (non UObject derived class).

more ▼

answered Feb 08 '19 at 07:50 PM

avatar image

Cobryis
472 33 18 47

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