Hi everyone,
I’m having a problem with my custom animation node.
I followed this documentation to create it:
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...
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and this to create the custom editor module:
After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...
Reading time: 1 mins 🕑
Likes: 8 ❤
It’s all working, my animation node works and everything is cool when I play in editor, but when I play in standalone, it doesn’t work.
Can someone help me with this problem?
This is my configuration for the modules. It’s the first time I do this type of things, so if there is something stupid, please tell me
MyGame.Build.cs
using UnrealBuildTool;
public class MyGame: ModuleRules
{
public MyGame(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(
new string] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"Landscape",
"UMG",
"Slate",
"SlateCore",
"AnimGraphRuntime"
});
if (UEBuildConfiguration.bBuildEditor == true)
{
PublicDependencyModuleNames.AddRange(
new string] {
"MyGameEditorExtension"
}
);
CircularlyReferencedDependentModules.AddRange(
new string] {
"MyGameEditorExtension",
}
);
}
}
}
MyGameEditorExtension.Build.cs
using UnrealBuildTool;
public class MyGameEditorExtension: ModuleRules
{
public MyGameEditorExtension(TargetInfo Target)
{
PublicIncludePaths.AddRange(
new string]{
"MyGameEditorExtension/Public"
}
);
PrivateIncludePaths.AddRange(
new string] {
"MyGameEditorExtension/Private"
}
);
PublicDependencyModuleNames.Add("MyGame");
PrivateIncludePaths.Add("EditorModule/Private");
PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore", });
PrivateDependencyModuleNames.AddRange(new string] { "UnrealEd", "BlueprintGraph", "AnimGraph", });
PublicDependencyModuleNames.AddRange(
new string] {
"MyGame"
}
);
CircularlyReferencedDependentModules.AddRange(
new string] {
"MyGame",
}
);
}
}
MyGame.Target.cs
...
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.AddRange( new string] { "MyGame" } );
if (UEBuildConfiguration.bBuildEditor)
{
OutExtraModuleNames.Add("MyGameEditorExtension");
}
}
...
MyGameEditor.Target.cs
...
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.AddRange( new string] { "MyGame" } );
OutExtraModuleNames.Add("MyGameEditorExtension");
}
...
Ok, I solved it.
This was my .uproject module configuration:
"Modules":
{
"Name": "MyGame",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies":
"Engine",
"CoreUObject"
]
},
{
"Name": "MyGameEditorExtension",
"Type": "Editor",
"LoadingPhase": "PostEngineInit"
}
]
I have edited the type and the loading phase of my editor extension module:
"Modules":
{
"Name": "MyGame",
"Type": "Runtime",
"LoadingPhase": "Default",
"AdditionalDependencies":
"Engine",
"CoreUObject"
]
},
{
"Name": "MyGameEditorExtension",
"Type": "Runtime",
"LoadingPhase": "Default"
}
]
Elathan
(Elathan)
January 31, 2018, 11:31pm
4
I had the same problem but wasn’t too happy to change my editor module to runtime.
Got some help from Epic, here is the solution:
“Editor modules need to be marked as “Developer” rather than “Editor” to run in Standalone.”
Changing the Type to “Developer” instead of “Runtime” should work too.
Oh this is why some developers have issues when they package “Development” builds; I actually only package in “Shipping” mode for test, so I don’t see the problems they have when they package a test build… Looks like I have some updates to do, add a “Developer” module for the people building in Development mode with custom nodes included and remove those nodes from “Editor” module :3