C++ programming help

Hey so i’m a noob at C++ but I found an open source project that someone shared on github and I wanted this functionality that isn’t available in blueprints. It’s light detection, like for stealth games. This is the github post if anyone is interested:

Now I have two problems i’d like help with and if you can help me that would be awesome!

The first one is migrating the C++ files, i’ve moved them to my projects source and tried to rebuild and that wouldn’t work either the rebuild would fail or my project wouldn’t recognize the files so they wouldn’t pop up in my project, so would do I do to get this working in my project. Do I have to change some code in it to my project name or something else?

The second one is where and how can I add a Uactor somewhere in the code as a reference to what the light is coming from and output that to blueprints.

like return LightActor;

Here is a pastebin if anyone want’s to look over it and help me out.

I think easiest way is to move module folder (one which is after Source) to new project without changing it’s name and then add module entry in to uproject. It’s and there should be already modules section if you have C++ project, just add new enty to the array, regenerate project files and build and it should work.

Best option is to move this module to plugin, assumeing it does not need any stuff in content as i don’t know if it works probably forp lugins. there plugin wizard plugin ot make plugin, same way as we did above move module to plugin of same name as module name and just palce module in to the Source of plugin, double check uplugin file and see module entry there if everything matches and module is marked as runtime. Regenerate, build and enable the plugin, now if oyu use wizard plugin will be in project forder, you can move that plugin to engine plugin forder (toghther with working binderies) and by doing that plugin will be avable to all project

As for 2nd quastion, i dont understand what you mena, where LightActor you referring to? Wherever you get it all you need to do is do BlueprintCallable with ALightActor* as a return type