I’m using clion plugin.
It creates CMakeLists.txt
file in the root of my project (further Root
)
I want to create a separated module that contains triangulation functions and I want to debug it bypassing UE (e.g. visualize in qt window and debug if needed)
In UE I just want to include functions that I need from this module and convert their output to real UE’s data structures
Issues in which I stuck in:
- What path should I use for this module (Plugins, Sources, MyOwnPath)?
- How to blacklist compilation of
cmake-build-debug
directory andmain.cpp
? - How do I include needed files in my
Sources
files
I read about .umodule
and creating a lot of c-sharp code to create a module but I think it’s not what I want. If I understood right it creates a module that can be used in game directly but I need a library-like module.
If I explained confusedly here is the way I did before in unity3d. In unity I just create a directory called Scripts
and MyModule
directory in it. Then I just write code in MyModule and include it in my MonoBehaviour
scripts when needed. I could use non-unity3d tools to run my MyModule
code a standalone application but in UE I don’t understand how can I do it