This isn’t rocket science and I’m not trying to get a monkey to the moon…
Why can’t I simply add “AssetTools” module dependecy to my private dependency list in Build.cs and include ModuleInterface.h, ModuleManager.h, and IAssetTools.h and have it compile with this line:
IAssetTool& assetTools = FModuleManager::LoadModuleChecked<FAssetToolsModule>(“AssetTools”).Get();
it continually says IAssetTool undeclared identifier.
I’ve tried adding a ton of other modules that it may need, as well as headers, as well as moving them from private to public dependencies, nothing makes it recognize it. I look at the source code of Paper2D plugin module and it’s exactly how I’m doing it. I don’t understand…
It’s obviously a module dependency issue, but there’s absolutely no information anywhere online that I could find about fixing this. There is a few very basic guides on adding an asset action, but they are extremely limited, and not even Epic provides any information. It’s really unprofessional to have a library this big and complex, with half-*** documentation. I’ve seen worse documented libraries, but this one is right up there.
Sorry for the frustration. I’m tired of having an amazing and great engine, with absolutely no information on how to use or take advantage of it all. You might as well not have the amazing and great engine if you can’t use it.