x

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"

How to generate project files for ue4 c++ engine plugin class?

Hi all,

How do you generate files/add new classes to a ue4 c++ engine plugin? I can't seem to figure out how to do this in Visual Studio 2017...

Thank you for your time!

Product Version: UE 4.21
Tags:
more ▼

asked Apr 09 '19 at 05:42 PM in C++ Programming

avatar image

anoxxi-dis
6 1 2

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

1 answer: sort voted first

You need to create file manually (Dont do it in VS as by default it land to intermidiate directory), but dont be afraid it's quite simple

-create header file in source directory where other header files are

-Include header file of parent class

-include *.generated.h

-UCLASS()

-Declere class right after it:

 class USomething : public UParent {
      GENERATED_BODY()
 }

-Make cpp file... but thats actully optional if you on just need to declere varables for blueprint for example

Thats it. Note that plugin is just different way of distributing C++ modules, if you really want to use class wizard, you can write your plugin as game project first and then move the code module to plug in. You just need to change default IMPLEMENT_PRIMARY_GAME_MODULE( FDefaultGameModuleImpl, ProjectName, "ProjectName" ); to full module class deceleration you typically do in plugin, you can even move your exiting plugin module. YOu add modules in uproject file same as you do in uplugin

more ▼

answered Apr 09 '19 at 07:51 PM

avatar image

Shadowriver
37.2k 936 172 1116

(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