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How do you add dependencies to Source "engine" module

I can't seem to add a new module I created to the runtime/engine module's build.cs dependencies. So to make sure I'm doing it properly, how do you add a new module to a source build, and how would you add that module as a dependency for the runtime/engine module? Thanks

Product Version: UE Github Master branch
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asked Feb 09 '19 at 11:55 PM in C++ Programming

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iSpam
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The exact same way, all modules work the same, projects and plugins are just different way of manage and distributing them. you my try to rebuild the enigne.

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answered Feb 10 '19 at 03:05 AM

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Shadowriver
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avatar image iSpam 6 days ago

That's what I figured. So I added my module to the runtime/engine build.cs private and public dependency ranges, even tried the pathinclude ranges then clean and rebuild after deleting the intermediate folders, but I would still get linker errors to my module classes

avatar image iSpam 5 days ago

Once again tried adding the module. I added my module to the private and public include paths in engine.build.cs and it seems to recognize my classes in the includes. Yet on compile it states "Unrecognized Type", even though intellisense is acknowledging the class.

avatar image iSpam 5 days ago

When you add a module to a regular project, you have to add it to the .uproject. Is there something similar for the source engine? I went into my project's properties, looked at the "Include Search Path" for "All Configurations", and there my module is, exactly how every other module with generated files is. So I have to be missing something on set up. I've looked around and found no info, so the only thing I've down is copied my runtime module into the runtime folder, and my editor module into the editor folder. Is there another step?

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