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

How to Include Plugin Functions and Classes in Project-Level Code

I did actually expose my Victory Core BP Library yes, so you can include it in your build cs!



UCLASS()
class VICTORYBPLIBRARY_API UVictoryBPFunctionLibrary : public UBlueprintFunctionLibrary
{


The fact that I include VICTORYBPLIBRARY_API means that the symbols get exported so that you include my plugin functions and classes and compile code at the project level.

You need to include my plugin module in your build cs as a dependency in order to use include “VictoryBPLibrary.h”



PublicDependencyModuleNames.AddRange(new string] { 
	"Core", "CoreUObject", "Engine", "InputCore",
			
	"VictoryPlugin"
});


Once you do , you can then call my Victory BP Library functions wherever you include “VictoryBPLibrary.h”


**Fancy Extra **

Another neat  is that you can even have classes in your project code that extend C++ classes that I've included in the plugin such as JoyISM (instanced static mesh)!

Enjoy!