Good to hear you managed to fix it as well
On request, here’s a summary again:
I had same problem. I tried to create a plugin with a new AnimGraph node, but can’t build it outside of Editor with same messages. node needs UnrealEd/AnimGraph dependencies to compile.
I’ve actually solved my problem by splitting my plugin up into a runtime plugin that contains animnode, and an editor plugin that contains AnimGraphNode needed for editor as explained here :
That way non-editor compiles don’t depend on UnrealEd, BlueprintGraph, or AnimGraph anymore, and thus don’t need CEF3.
I have following paths/modules in my editor plugin .Build.cs :
PublicIncludePaths.AddRange(
new string[] {
"MyPluginEditor/Public",
"MyPlugin/Public",
}
);
PrivateIncludePaths.AddRange(
new string[] {
"MyPluginEditor/Private",
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"MyPlugin",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"UnrealEd",
"BlueprintGraph",
"AnimGraph",
"MyPlugin",
}
);
And this is my runtime build file :
PublicIncludePaths.AddRange(
new string[] {
"MyPlugin/Public",
}
);
PrivateIncludePaths.AddRange(
new string[] {
"MyPlugin/Private",
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
}
);
Not sure if this makes sense in terms of splitting public/private, but it works for me