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How to ship build with Editor files in project?

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    How to ship build with Editor files in project?

    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:
    1. if (UEBuildConfiguration.bBuildEditor)
    2. {
    3. PublicDependencyModuleNames.AddRange(new string[] { "UnrealEd" });
    4. }
    and #if WITH_EDITOR

    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?






    #2
    You need to make a proper separate editor module and put your blutility code in there. Then it won't be compiled for shipping.

    Comment


      #3
      I am running into a similar issue where I am trying to allow Blutility to exist in my actual project, instead of making a mock up project containing Blutilities and transferring assets between the two as I run my blutility scripts on them.

      Unreal documentation on creating separate modules (especially in regards to blutilities) is completely out of date and/or non-existent. I've followed the following to the letter, and now I can't even get the C++ to compile, let alone run the Unreal project to make builds. I have yet to find any other source that provides reliable/viable information regarding how to properly set up a separate module.

      https://wiki.unrealengine.com/Creating_an_Editor_Module

      Comment


        #4
        You can download a free plugin from Marketplace and see how its Build.cs files are setup...

        I have a few free ones in my signature
        | Savior | USQLite | FSM | Object Pool | Sound Occlusion | Property Transfer | Magic Nodes | MORE |

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