I have a custom UK2Node
( UK2Node_Switch
) and my code doesn’t compile in Development
mode while it does compile in Development Editor
mode.
In the build.cs file the following dependencies are added (a lot of them to be safe) :
PublicDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"Engine",
"InputCore",
"UnrealEd",
"BlueprintGraph",
"GraphEditor",
"Kismet",
"KismetCompiler",
"PropertyEditor",
"SlateCore",
"Slate",
"EditorStyle",
});
PrivateDependencyModuleNames.AddRange(new string[] {
"Core",
"CoreUObject",
"InputCore",
"Slate",
"Engine",
"AssetTools",
"UnrealEd",
"KismetWidgets",
"KismetCompiler",
"BlueprintGraph",
"GraphEditor",
"Kismet",
"PropertyEditor",
"EditorStyle",
"Slate",
"SlateCore",
//"MovieSceneCore",
"Sequencer",
"DetailCustomizations",
"Settings",
"RenderCore"
});
The error is the following :
Cannot open include file: 'K2Node.generated.h': No such file or directory
UPDATE: I found an answer on the forums that might help, I haven’t tried it out myself yet, but perhaps someone else can try it out: What is the proper method for extending the Editor Engine? - C++ - Epic Developer Community Forums
Thanks for any useful input that may help in order to solve this issue!