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Missing access to BP-Function in derived BlutilityClass

Hi,

I extended a Blutility in C++ . After that I created the Blutility in the Editor from this class (which inherit from "GlobalEditorUtilityBase").

When Editing the Blueprint I miss some BlueprintFunctions I need ("EditorScripting-Functions" which comes from a PlugIn I guess, like Saving a map).

Am I missing something ? I thought when deriving from a BaseClass all functionality from the BaseClass will also be accessable in the derived Class.

This question is also related to:

https://forums.unrealengine.com/development-discussion/engine-source-github/1594309-how-can-i-broadcast-editor-events-manually

As a "workaround" I wanted to provide I Button in the Blutility which simply will Saves the loaded level after changeing the materials.

I already added the Blutility-Module to the .Build.cs file.

 (PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Blutility" });

alt text

Can you help me?

Thanks. Seim

Product Version: UE 4.21
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asked Mar 13 '19 at 12:39 PM in C++ Programming

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Seim2k
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