Hey there! I have custom Blutility blueprint and its C++ class, which uses EditorEd.h file;
The only way for me to ship the game, it so manually remove C++ file and also delete actual bluetility blueprint.
Stuff like this:
not helping, because Blietility still stays defined as additional dependency inside uproject file, as it has blueprint in project, hence shipping build fails.
How to workaround this all properly?
The only way for me to ship the game, it so manually remove C++ file and also delete actual bluetility blueprint.
Stuff like this:
- if (UEBuildConfiguration.bBuildEditor)
- {
- PublicDependencyModuleNames.AddRange(new string[] { "UnrealEd" });
- }
not helping, because Blietility still stays defined as additional dependency inside uproject file, as it has blueprint in project, hence shipping build fails.
How to workaround this all properly?
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