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"

Problem with module

Hi there, I have encountered a problem with engine modules when trying to run a level with standalone game option from the editor and was hoping someone would know more about it.

I have the following setup: Two engine modules - a runtime part and an editor part.

The runtime part defines some classes and their logic. The editor part defines a custom blueprint node which inherits from UK2Node and operates with one the classes from the runtime lib.

Now, when running the game with "Play in Editor" everything works fine and the custome node gets called. However, if I run the game with "Play in Standalone game" in the same level, the custom node does not get called. The warnings I get in the output log are:

Warning: Can't find file '/Script/MyEditorModule' LoadErrors: Info Failed to load /Script/MyEditorModule.K2Node_MyNode Referenced by EdGraphPin_5463

I figured it might be something to do with cooking - the Standalone game cooks the game on the fly. And indeed when i try to package my game i get the same Warnings and an Error that my Blueprint has an undefined node. Why does my node not compile when cooking?

Product Version: UE 4.20
more ▼

asked Jan 31 '19 at 09:35 AM in C++ Programming

avatar image

11 1

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

1 answer: sort voted first


I ran in the same issue few days ago. Looking at some Engine plugins that create custom K2Nodes, for example the OnlineSubsystemUtils, you can see that the plugin is split in two modules. One has type Runtime, the other, named OnlineBlueprintSupport, has type Developer.

So I created a plugin which has 3 different modules, let's call it SparkPlugin. SparkPlugin is composed by:

  1. Spark-> Runtime Module

  2. SparkBlueprintSupport -> Developer Module

  3. SparkEditor -> Editor Module

Spark module contains runtime classes, such as Actors, Components and UObjects. SparkBlueprintSupport contains custom UK2Node classes. Finally SparkEditor module contains editor classes, such as Slate widget classes, DetailCustomization classes and so on.

I don't know why, but it seems that Developer modules are loaded both in Development builds (and standalone instances created inside the Editor) and in Shipping builds, so I was able to call custom K2Nodes outside the Editor. Or at least the custom UK2Node classes in Developer modules are translated by the Blueprint compiler during the build phase.

I hope this helps you.

more ▼

answered Jul 02 '19 at 01:56 PM

avatar image

1 2 4

(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