using UnrealBuildTool;
using System.IO;
public class RankedGamingUE4 : ModuleRules
{
private string ModulePath
{
get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
}
public RankedGamingUE4(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
// Async Web Requests
PrivateDependencyModuleNames.AddRange(new string[] { "Http" });
// UMG UI Components
PrivateDependencyModuleNames.AddRange(new string[] { "UMG" });
// Slate UI
PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// RGAPI Include Paths
/*PrivateIncludePaths.Add( Path.GetFullPath( Path.Combine( ModulePath, "RGAPI/include/core" ) ) );
PrivateIncludePaths.Add( Path.GetFullPath( Path.Combine( ModulePath, "RGAPI/include/external" ) ) );
PrivateIncludePaths.Add( Path.GetFullPath( Path.Combine( ModulePath, "RGAPI/include/public" ) ) );*/
PrivateIncludePaths.Add( "RGAPI/include/core" );
PrivateIncludePaths.Add( "RGAPI/include/external" );
PrivateIncludePaths.Add( "RGAPI/include/public" );
}
}
This is the build.cs that I made. Now the problem is that it doesn’t add the absolute include path, so inside VS i end up with “…/…/Plugins/RankedGamingUE4/Source/RGAPI/include/core” for example and it fails to include from source. How do I fix that?