So, trying the same thing over and over, I finally got an empty function to show up in the library.
Still can’t get the full function to show up. But, at least I get an error now while “live loading”. No error in VS… but CTR->Alt->F11 to compile in UE gives a link error.
error LNK2019: unresolved external symbol “__declspec(dllimport) public: static bool __cdecl FKismetEditorUtilities::CanCreateBlueprintOfClass(class UClass const *)”
In .cpp:
#include “NewBlueprintFunctions.h”
#include “AssetRegistry/AssetRegistryModule.h”
#include “KismetCompilerModule.h”
#include “Kismet2/KismetEditorUtilities.h”
in Build.cs:
PrivateDependencyModuleNames.AddRange(
new string[]
{
“Projects”,
“InputCore”,
“EditorFramework”,
“UnrealEd”,
“ToolMenus”,
“CoreUObject”,
“Engine”,
“Slate”,
“SlateCore”,
“AssetRegistry”,
“KismetCompiler”,
// … add private dependencies that you statically link with here …
}
);
KismetEditorUtilities are part of Module UnrealEd.