What am I doing wrong?
(I removed the null pointer verification along the way to isolate the issue).
So it looks like I’m not doing something wrong here, but maybe in my Plugin’s settings?
Thanks in advance for any answer, good luck and have fun in your projects everyone.
VS Community 2015, Win64 Development Build, Windows 10, UE4 4.15.3
You shouldn’t need to give the component a name. I believe the names are meant to always be unique. Additionally, you can attach the debugger to a packaged game by first packaging it (I suggest a DebugGame version, and ensuring that ‘Include Debug Files’ is included when packaging) - then switch to ‘DebugGame’ in visual studio and start the debugger.
And I have another lead, maybe I need to include the Plugin in my project’s target.cs file (but I’d like not to since I’d like it to be imported in pure blueprint projects).
EDIT:
It’s still not working in packaged version. But at least it’s cleaner, thanks!
I’ll try my second lead and adding the debugger.
EDIT2. I just added my plugin to the module list and it’s working.
Can it work without doing this in a blueprint-pure project?
I’ll create a new thread for that, thank you very much for your answers.