Hi there,
My problem is a little weird and is probably the result of a little misunderstanding about the build system, so I’m sorry!
Before I try to explain the situation, I have to say that I’m using the 4.4.3 build at the moment.
I tried to extend the features of my Editor by adding a new module, named BrEditor. This link on the answerhub and this one on the documentation helped me. (By the way, I wanted to ask : is the documentation up to date?).
Following these links, I have now these files in my architecture :
BassRider.Target.cs:
using UnrealBuildTool;
using System.Collections.Generic;
public class BassRidersTarget : TargetRules
{
public BassRidersTarget(TargetInfo Target)
{
Type = TargetType.Game;
}
//
// TargetRules interface.
//
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.Add("BassRiders");
if (UEBuildConfiguration.bBuildEditor)
{
OutExtraModuleNames.Add("BrEditor");
}
}
}
BassRidersEditor.Target.cs :
using UnrealBuildTool;
using System.Collections.Generic;
public class BassRidersEditorTarget : TargetRules
{
public BassRidersEditorTarget(TargetInfo Target)
{
Type = TargetType.Editor;
}
//
// TargetRules interface.
//
public override void SetupBinaries(
TargetInfo Target,
ref List<UEBuildBinaryConfiguration> OutBuildBinaryConfigurations,
ref List<string> OutExtraModuleNames
)
{
OutExtraModuleNames.Add("BassRiders");
OutExtraModuleNames.Add("BrEditor");
}
}
BrEditor.Target.cs :
using UnrealBuildTool;
public class BrEditor : ModuleRules
{
public BrEditor(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UnrealEd", "BassRiders" });
}
}
BrEditor.h :
#ifndef __BREDITOR_H__
#define __BREDITOR_H__
#include "EngineMinimal.h"
#endif
BrEditor.cpp :
#include "BrEditor.h"
IMPLEMENT_GAME_MODULE(FDefaultGameModuleImpl, BrEditor);
If you want an overview of the files :
The problem is that this module was working fine for a whole month. But when my co-worker tried to pull my branch, he wasn’t able to compile the module. The funny part is… I’m now in the same situation and can’t build the project now (because I tried to reproduce this problem). I think that the problem lies in the Config/DefaultEngine.ini files. Mainly because I added things, and deleted it later. So my idea is that, because of some caching feature, I was able to automagically build the module despite the fact that my configuration wasn’t accurate.
Could you please provide me some informations to add modules to the UnrealEditor the proper way? If you have some links about the *Engine.ini files too, I’ll be glad to read them.
Thanks in advance for your help!