Hi, I’m currently passing the source code that I’ve made inside a project into a Plugin to use it’s functionalities across multiple projects.
For this I went to the Plugins window and clicked NewPlugin, and Inside It’s Build.cs file I added the same dependencies that I had in the project’s source like so:
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core", "CoreUObject", "Engine",
"InputCore",
"AnimGraph",
"BlueprintGraph", "AnimGraphRuntime", "UnrealEd"
// ... add other public dependencies that you statically link with here ...
}
);
But when it comes to start adding the functionality, I just include “Animation/AnimNodeBase.h” inside the PluginPrivatePCH.h file, and It gives me the following errors in EdGraphNode.h, EdGraphPin.h, AnimStateMachineTypes.h, AnimBlueprint.h and CoreNetTypes.h
when I remove the previous #include “Animation/AnimNodeBase.h” It compiles fine again.
So I don’t understand at all why this UE4 source files are getting errors.
Any Help will be apreciated.