Thanks for the response. I’m looking at the source code I got from git hub at the moment and both the header and the cpp file are located in the private folder. It is exposed with the API though, which should make it visible? I have the graph editor dependency set in my build file (I’ll paste it at the bottom).
My module structure at the moment is: LootSystem, LootSystemEditor (dependent on LootSystem of course) and my primary game module which is also dependent on LootSystem. Within the editor module I have a couple of folders, one for the module core (the module files and PCH) and the other for my loot table editor which houses all of the classes relevant to that particular editor.
The build files contents:
PrivateIncludePaths.AddRange(new string[] { “LootSystemEditor/ModuleCore”, “LootSystemEditor/LootTableEditor”, “Editor/GraphEditor/Private”, “Editor/Kismet/Private” });
PrivateDependencyModuleNames.AddRange(
new string[] {
"Core",
"CoreUObject",
"Engine",
"RenderCore",
"InputCore",
"Slate",
"SlateCore",
"EditorStyle",
"UnrealEd",
"MessageLog",
"GraphEditor",
"Kismet",
"PropertyEditor",
"AnimGraph",
"BlueprintGraph",
"LootSystem"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[] {
"AssetRegistry",
"AssetTools",
"PropertyEditor",
"ContentBrowser",
"GraphEditor"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[] {
"WorkspaceMenuStructure",
"PropertyEditor",
"AssetTools",
"AssetRegistry",
"ContentBrowser"
}
);
I tried also adding a public dependency module for GraphEditor on the chance that it would make it show up, but no such luck.