I updated to 4.26 preview 7 today on a project with a complex modular code architecture (in other words: many Build.cs files, with both public and private dependencies). The project compiles on UE4.25, but on UE4.26p7 I am getting some circular dependencies compile errors. From what I read, it seems like Unreal is treating private module dependencies as public ones, so that a private dependency from module A to module B when a public dependency from B to A alredy exists is not allowed anymore. Is this normal from UE4.26? Am I missing something?
Hi,I meet the same issue these days,did you resolve this problem?
Hi, unfortunately I ended up doing a massive refactoring of the project’s code to actually avoid circular dependencies. I’m not saying there is no other ways to solve this problem, but I can say that it was not a waste of time, since circular dependencies are generally a bad idea, even if everything seems to work. It’s refactoring work than needed to be done for the sake of my mental health.