BlutilityMenuExtensions.h no such file or directory

Hey, I’m attempting to work on an AssetActionUtility blueprint, I’ve gone and created a c++ class to inherit from AssetActionUtility as well to use as the parent for the blueprint, but when I create the c++ class and UE starts compiling, it fails to compile with a fatal error C1083 when trying to open the include file of BlutilityMenuExtensions.h.

I’ve searched the engine directory and found the header file, but it’s in the ‘Private’ directory, is this then intended behavior, and is there any way to do c++ that can then be used in an AssetActionUtility blueprint?

Hi @VesperDuck , not sure if you still need this, but I just faced the same issue and found the solution. So either you need it or someone else does, the solution is to include in your Build file, inside PrivateIncludePaths, the following one

**System.IO.Path.GetFullPath(Target.RelativeEnginePath) + “Source/Editor/Blutility/Private” **

So, it’ll be something like this:



PrivateIncludePaths.AddRange(new string] { System.IO.Path.GetFullPath(Target.RelativeEnginePath) + "Source/Editor/Blutility/Private" });


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Worked like charm, thank you!

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thank you it worked <3 and there is minor syntax issue. corrected one:

PrivateIncludePaths.AddRange(new string[] { System.IO.Path.GetFullPath(Target.RelativeEnginePath) + "Source/Editor/Blutility/Private" });

Solved my problem

Thank you and @Ihopetolive . Shorter version is

PrivateIncludePaths.Add(Path.Combine(EngineDirectory, "Source/Editor/Blutility/Private"));

With

using System.IO;

Included.