How can I extend the editor with new actors & tools via plugins

Hello,

I would like to extend the editor with some functionality we previously had scattered around our asset pipeline.

What I would like to create: An Actor that has an editable normalized spline as some sort of reference mesh, like so…

So I went on and started to create a standalone plugin according to the corresponding tutorial on the wiki.
But when I try to create a new class derived from Actor inside my plugin I get all sorts of crazy compiler errors and have no clue how to solve them or if it’s even possible to do what I’m trying to do.


CorridorPlugin.Build.cs:


PrivateIncludePaths.AddRange(
new string[] {
“Developer/CorridorPlugin/Private”,
}
);

			PublicDependencyModuleNames.AddRange(
				new string[]
				{
					"Core",
					"CoreUObject",
					"Engine",
					"UnrealEd",
				}
				);

CorridorPluginPrivatePCH.h:

#include "UnrealEd.h"
#include "ICorridorPlugin.h"
#include "Components/SplineMeshComponent.h"

CorridorHerlper.h:

#pragma once

/**
 *
**/
UCLASS()
class ACorridorHelper : public AActor
{
	GENERATED_UCLASS_BODY()


};

CorrdidorHelper.cpp:

#include "CorridorPluginPrivatePCH.h"

#include "UnrealEd.h"
#include "CorridorHelper.h"


ACorridorHelper::ACorridorHelper(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{
	TSubobjectPtr<USplineMeshComponent> mesh = PCIP.CreateDefaultSubobject<USplineMeshComponent>(this, TEXT("SplineMeshComponent"));
	

	RootComponent = mesh;
}

I hope you guys can help me.

Thanks,

Ruben

I found it - YAY

In my cpp file I was missing and include of .generated.inl, e.g.

#include “CorridorPlugin.generated.inl”

and errors went away. :smiley:

Happy Easter!

Ruben