I posted about my problem allready here some days ago: How to implement FSockets in 4.10? - Programming & Scripting - Unreal Engine Forums
But since it got no reactions what I’m assuming might be to the specific problem, I tryed to break it down and ask about a more generell problem what might solve my problem aswell.
So, when I was trying to implement FSockets, I encountered MSVS not able to find the includefiles unless I typed the absolute path.
Like:
#include "Runtime/Networking/Public/Interfaces/IPv4/IPv4Address.h"
#include "Runtime/Sockets/Public/SocketSubsystem.h"
#include "Runtime/Core/Public/Templates/SharedPointer.h"
instead of
#include "IPv4Address.h"
#include "SocketSubsystem.h"
#include "SharedPointer.h"
This is a problem, because the Unreal headerfiles are written in the latter styl, so I had to rewrite all of them recursively from the latter into the former. I don’t think thats the intended solution.
So how to configure MSVS to behave like expected?
Note:
I fresh set up this machine days ago, so I installed MSVS after I had allready done some work in the engine.
Might it be this produced a missconfiguration? (I’m assuming that this is something that should be usually be configured automatically, shouldn’t it?)
This is what my build.cs actually looks like:
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class GOnline : ModuleRules
{
public GOnline(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Networking", "Sockets"});
PrivateDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Networking", "Sockets" });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// if ((Target.Platform == UnrealTargetPlatform.Win32) || (Target.Platform == UnrealTargetPlatform.Win64))
// {
// if (UEBuildConfiguration.bCompileSteamOSS == true)
// {
// DynamicallyLoadedModuleNames.Add("OnlineSubsystemSteam");
// }
// }
}
}