i got a plugin out of the marketplace (flowfield pathfinding) and want to add a variable and maybe tweak certain calculations/functions the plugin does.
I modified the FlowfieldCPP.h and added a new variable in Visual Studio 2019:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = "Flow Field", meta = (DisplayPriority = 11, ToolTip = "Type of object the flow field deem as higher cost"))
TArray<TEnumAsByte<EObjectTypeQuery>> badGroundType;
The variable is just a copy of a working variable with a modified name and tooltip.
I then saved the file. Then i went to the solutions and rightclick->rebuild the engine and my game solution. I got no errors and everything seems fine but the new variable does not show in the child blueprint class.
I also tried:
to rightclick on blueprint → asset actions → reload with no effect
restarted the editor
create a new child blueprint that has FlowfieldCPP as its parent
Is there something i forgot? Is it even possible to rebuild a c++ created blueprint? If so how? I only find information on the other way around (Blueprint->C++ file)
Do you mean the Intermediate / Binaries folder of the plugin?
I deleted these folders and opened VS again.
Then I rightclick on “UE5” solution → rebuild
Then I rightclick on “UE5” solution → build
Also did the same for my game solution
Unfortunately it looks like the Binaries/Intermediate folder did not get rebuild even tho the build succeeded?! I also noticed that the build finished/succeeded almost immediately (wich is not normal i guess). Am i missing something?
Also thanks for your help!
Intermediate folder is generated when you right click your UProject and click Generate Visual Studio Project Files.
Is the plugin inside the UE5 project or your Game Project? You are going to want the plugin to be in your game project if you want to edit it. The only way you can change plugins inside of the UE5 project is if you download it from source. All the files you see in UE5 are only editable if you have the source code. Otherwise the code you see is just for reference.
If you got your plugin from marketplace, it’s most likely has been installed on the Engine level, and you can find it in Engine\Plugins\Marketplace\. And usually those plugins come with the source code (since you editing it already, then you have it)
What you can do is to copy the plugin folder (the folder with .uplugin file) from Engine’ aforementioned location to your ProjectFolder\Plugins. This way starting the project will rebuild the plugin with changes you’ve made.