- Locate the “.uproject” file for your project in your project’s root directory.
- Open the “.uproject” file in a text editor such as notepad ++
- Locate the “Modules” section OR (if the “Modules” section is not present) add it in the following format:
"Modules": [
{
"Name": "MyModule",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies": [
"Engine"
]
}
]
- Replace “MyModule” with the name of the module you want to add, in this case the folder in which your blueprint function library class exists.
- Save the changes to the “.uproject” file.
- Reopen your project in Unreal Editor to ensure that the module is loaded.
I add this because it stumped me a good while and maybe someone else can benefit.
Don’t forget to add , after the section of [] if you’re inserting this before the rest of what’s in your .uproject file.
I have no idea why this works or if also requires the target.cs and build.cs stuff to also be done (mentioned elsewhere).
I would have assumed, if you add C++ to a project from inside unreal editor, the module lines required would be added automatically. I used chatgpt to figure this out; it solved the problem for me, but I can’t say it’s an official step.
I happened to look up the official info on modules, and the same solution is there (scroll down):
Unreal Engine Modules | Unreal Engine 4.27 Documentation.