Greetings!
I’m trying to get my hand at building editor tools in C++ and I see that the UEditorAssetLibrary class has a lot of nice utility I would like to call.
Link to doc : UEditorAssetLibrary | Unreal Engine Documentation
However, I can’t figure out how to call it from my C++ class. When I #include “EditorLevelLibrary.h” I always receive an error telling me “cannot open source file” and the editor tells me “Cannot open include file: ‘EditorAssetLibrary.h’: No such file or directory”
Do anyone know what I’m doing wrong?
I have the Editor scripting Utilities plugin, The Python Editor Script Plugin and the Sequencer Scripting Plugin enabled.
Here is my .h file :
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "EditorUtilityActor.h"
#include "Modules/ModuleManager.h"
#include "Engine/AssetManager.h"
#include "EditorAssetLibrary.h"
#include "MyEditorUtilityActor.generated.h"
/**
*
*/
UCLASS()
class DEMORECTEST1_API AMyEditorUtilityActor : public AEditorUtilityActor
{
GENERATED_BODY()
UFUNCTION(BlueprintCallable)
void DoSomething();
};
Thanks for your help!