Advanced Sessions Plugin

[QUOTE=CLBander;475882]
So and what about implementing a header file from the plugin into gamesource? :slight_smile:

I wouldn’t do it, the source is entirely based around being used as a blueprint node library plugin. Because of this and some of the required structs being private and not accessible in a plugin I had to re-define some things and re-create parts of the subsystem to get it to work. Plus the layout and structure for it is entirely based around blueprint node usage.

If you want to make a c++ version, there are tutorials out there for that or you could use the source of the plugin as a rough example of parts.

In short, you don’t want to use the source to this unless you want to use it as a blueprint library anyway, and at that point there is no reason to not leave it as a plugin.

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