(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

Attention and HTML users, WITH_APEX 0 compile error is fixed!

I have now fixed error!

the with #define WITH_APEX 0 is resolved!

means you wont get the warning in HTML5 and you wont get the error in any more!

Support for IOS will be in the next release.

I had to do the following:

I had to separate out the APEX module in build cs



PrivateDependencyModuleNames.AddRange(
	new string]
	{
		//... the usual
		
		"PhysX"

	}
	);

//APEX EXCLUSIONS
if (Target.Platform != UnrealTargetPlatform.Android && Target.Platform != UnrealTargetPlatform.HTML5 && Target.Platform != UnrealTargetPlatform.IOS)
{
	PrivateDependencyModuleNames.AddRange(
	new string]
	{
		"APEX"
	}
	);
}


I also made sure to undefine WITH_APEX prior to the PhysX includes:

VictoryBPFunctionLibrary.cpp



//Apex issues
#if PLATFORM_ANDROID || PLATFORM_HTML5_BROWSER || PLATFORM_IOS
#ifdef WITH_APEX
#undef WITH_APEX
#endif
#define WITH_APEX 0
#endif //APEX EXCLUSIONS

//~~~ PhysX ~~~
#include "PhysXIncludes.h"
#include "PhysXPublic.h"		//For the ptou conversions


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