When migrating to 4.20 I get warnings about referenced directories that do not exist:
These warnings never appeared before. Why does the engine complain about plugins in its source folder, when they are already present in the project folder? Is it the expected behaviour in the new version or is it some sort of a bug? Could someone explain this to me, please?
Got a mail from the marketplace team a few weeks back to update the plugin to support UE 4.20. Here is the change that might be needed (Copied the text from the mail) :
“”"
One recent change to note, plugins being built against engine versions 4.20 onward that need to include files from their own plugin directory must add those include paths using the ModuleDirectory property in their .build.cs. If
exists at the top of the .build.cs, Publishers can use the following syntax where “MyFolder” is the name of the directory under the current module they’d like to include:
Not very helpful. PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "[PLUGINNAME]"));
nor PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "[PLUGINNAME]/Public"));
seems to work. What am I missing?