I’m writing a plugin based off the Blueprint Library plugin template. Compiling based off the template with no additional classes works as intended.
I’ve added a class to it based off of Actor using the New C++ Class wizard from the Content Browser. The one compiler error caused by this mentions that I need to include MyPluginPrivatePCH in the MyActor CPP file.
Doing this produces a deluge of compiler errors [ Link] in ComponentInstanceDataCache.h, EngineBaseTypes.h, Map.h, and UObject.h, the nature of which has me a bit perplexed. I’m organizing something here incorrectly, but I haven’t got the foggiest idea what.
Current files are as follows:
In Private:
- MyActor.cpp
- MyActor.h
- MyPlugin.cpp
- MyPluginBPLibrary.cpp
- MyPluginPrivatePCH.h
In Public:
- MyActor.h
- MyPluginBPLibrary.h
In Source:
- MyPlugin.uplugin
The Actor has no changes to it except that I’ve added an #include to MyPluginPrivatePCH in the CPP, per the instructions in the Visual Studio output.
MyActor.h:
#pragma once
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UCLASS()
class AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
MyActor();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick( float DeltaSeconds ) override;
};
MyActor.cpp
#include "MyPluginPrivatePCH.h"
#include "MyPlugin.h"
#include "MyActor.h"
// Sets default values
AMyActor::AMyActor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyActor::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
}
Finally: In Build.cs, I am including Core, CoreUObject, Engine, InputCore, and UnrealEd as private dependency module names.