Ok open Sharing.Build.cs file and check few changes in the code:
using System.IO;
namespace UnrealBuildTool.Rules
{
public class Sharing : ModuleRules
{
public Sharing(ReadOnlyTargetRules Target) : base (Target)
{
PublicIncludePaths.AddRange(
new string] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string] {
"Developer/Sharing/Private",
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string]
{
"Core",
"CoreUObject",
"Engine",
"ImageWrapper"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string]
{
//"CoreUObject",
//"Engine",
//"InputCore",
//"RHI",
//"RenderCore",
//"HTTP",
//"UMG", "Slate", "SlateCore",
//"ImageWrapper",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string]
{
// ... add any modules that your module loads dynamically here ...
}
);
PrivateIncludePathModuleNames.AddRange(
new string] {
"Settings",
"Launch",
}
);
if (Target.Platform == UnrealTargetPlatform.IOS) {
PublicFrameworks.AddRange(
new string]
{
}
);
}
else if(Target.Platform == UnrealTargetPlatform.Android)
{
PrivateDependencyModuleNames.AddRange(new string] { "Sharing_APL.xml" });
string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath);
AdditionalPropertiesForReceipt.Add("AndroidPlugin", Path.Combine(PluginPath, "Sharing_APL.xml"));
//string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, BuildConfiguration.RelativeEnginePath);
//AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", Path.Combine(PluginPath, "Sharing_APL.xml")));
}
}
}
}
Create a new project, add a cpp class if it is blueprint only, add the plugin folder with the modified sharing plugin and generate project solution.
Open the project and activate the plugin. After activation you will need to restart editor.
Then when you try t open it again it will ask you to rebuild the plugin. Say no and open the visual studio solution and build it manually.
Then you should be able to use the nodes in the blueprint. I haven’t packaged an android project with it, try it and if you find any problem, i will try to help.