So far I’ve only been using Blueprint to build my projects. Copying, migrating and packaging assets (BP, materials, textures) is fairly straightforward.
Lately I’ve been thinking about using custom C++ classes for more complex Blueprint functionality. However, I’m not sure what must be done if I need to copy, migrate or package an asset for sale on the marketplace.
When distributing a Blueprint asset with dependent C++ classes what should be packaged for upload to the marketplace (and from where)?
If I create a custom blueprint node (using C++) called BP_MyFunkyFunc and wish to reuse BP_MyFunkyFunc in another project on another machine, what (other than the blueprint.asset) would I have to migrate?
What are the dependencies that have to be included?
I am assessing what typical files (minimum) must be migrated with the blueprint.uasset of a project that uses a basic C++ custom node. By ‘basic’, I mean, the node simply returns a “HelloWorld” string.
Are dependencies:
compiled objs? dlls?
all of the above and more stuff generated by Visual Studio Express?
If there are loads of dependent binary files required for the most basic custom C++ node then I’ll just use pure BP instead.