Following the documentation, Plugin will NOT package for UE 4.20 for marketplace?

@Monomyth I’ve made these changes, I’m still having trouble compiling. The directories are being found now with the above change (although it’s kind of annoying having to list all the sub-folders manually now).



        PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));
        PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Components"));
        PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Grid"));
        PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public/Utilities"));

        PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private"));
        PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Components"));
        PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Grid"));
        PrivateIncludePaths.Add(Path.Combine(ModuleDirectory, "Private/Utilities"));


The problem now is, it’s complaining about files not including headers in the correct order - even though they are. Here’s the log from UAT:



ProcessResult.StdOut:   Reflection code generated for UE4Editor in 14.4092065 seconds
ProcessResult.StdOut:   C:\Users\James\Desktop\Users\James\Desktop\ST_SparseGridBuild\HostProject\Plugins\ST_SparseGrid\Source\ST_SparseGridEditor\Private\Slate\ST_SGDataDetails.cpp(1): error: Expected ST_SGDataDetails.h to be first header included.
ProcessResult.StdOut:   ERROR: Build canceled.


And here is the file in question. You can clearly see that ST_SGDataDetails.h IS the first included file. I’ve never had so much trouble compiling anything…



// Copyright (C) Stormtide Ltd. 2018. All Rights Reserved.

#include "ST_SGDataDetails.h"
#include "DetailLayoutBuilder.h"
#include "DetailCategoryBuilder.h"
#include "IDetailGroup.h"
#include "DetailWidgetRow.h"
#include "SNumericEntryBox.h"

#include "Editor.h"

// Extras
#include "ST_SparseGridData.h"