I’m making a plugin that has a mixture of blueprints and C++ code.
Everything was working just fine, until the last change to the C++ code results in all of it’s functions being unusable in blueprints:
“Cannot use the editor function “BSwitchMesh” in this runtime Blueprint. Only for use in Editor Utility Blueprints and Blutilities.”
How do I make the functions usable again?
I thought it may be .uplugin had changed to “editor”, so I changed it back to “Runtime”, and removed the change to the C++, bringing it back to the original, and still gives the same error.
Uplugin:
{
“FileVersion”: 3,
“Version”: 1,
“VersionName”: “1.0”,
“FriendlyName”: “GeoNodesToGeoScript”,
“Description”: “”,
“Category”: “Other”,
“CreatedBy”: “BAM Studios”,
“CreatedByURL”: “”,
“DocsURL”: “”,
“MarketplaceURL”: “”,
“SupportURL”: “”,
“CanContainContent”: true,
“IsBetaVersion”: true,
“IsExperimentalVersion”: false,
“Installed”: false,
“Modules”: [
{
“Name”: “MakeBlueprintNode”,
“Type”: “Runtime”,
“LoadingPhase”: “PreLoadingScreen”
}
]
}