Long story short, the things I was trying to do in a plugin simply couldn’t be done through extended classes. So I ripped a module containing a custom asset and threw it into Source/Runtime.
Everything compiles, and generated files are created.
This is on a new build of ue4 source 4.21.2. I added the module before running setup.bat and generateprojectfiles.bat
Tried adding my module to PrivateIncludePathModuleNames of Engine.build.cs, then including my class in AnimInstanceProxy.cpp, but it threw a linker error.
Tried including modulename/Public/ClassName.h, that gave meClassName.h(12): fatal error C1083: Cannot open include file: ‘ClassName.generated.h’: No such file or directory
I would prefer to maintain this in a module format, if possible, since I have a custom asset Editor.
Any ideas or something obvious I’m missing?