Hello,
I’m looking to create a Blutility. I know I can create a Blueprint for this in the Editor but I need to expose more functionality to the Blueprint from C++ before I do this. What I figured I’d do is extend UGlobalEditorUtilityBase and then create a Blueprint from that.
However when I try to extend this like I would a UObject or AActor I get the following error:
Error 1 error : Failed to generate code for GrottoCustodianEditor D:\UE4\Projects\GrottoCustodian\Intermediate\ProjectFiles\EXEC GrottoCustodian
Error 2 error : UnrealHeaderTool failed for target 'GrottoCustodianEditor' (platform: Win64, module info: D:\UE4\Projects\GrottoCustodian\Intermediate\Build\Win64\GrottoCustodianEditor\Development\UnrealHeaderTool.manifest). D:\UE4\Projects\GrottoCustodian\Intermediate\ProjectFiles\EXEC GrottoCustodian
Error 3 error MSB3073: The command "D:\UE4\Git\UnrealEngine\Engine\Build\BatchFiles\Build.bat GrottoCustodianEditor Win64 Development "D:\UE4\Projects\GrottoCustodian\GrottoCustodian.uproject"" exited with code -1. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 38 5 GrottoCustodian
I’ve been trying a whole range of things but currently my source files looks like this:
// MyBlutilityBase.h
#pragma once
#include "Editor/Blutility/Classes/GlobalEditorUtilityBase.h"
#include "MyBlutilityBase.generated.h"
UCLASS(Blueprintable)
class UMyBlutilityBase : public UGlobalEditorUtilityBase
{
public:
GENERATED_UCLASS_BODY()
void MyFunction();
};
// MyBlutilityBase.cpp
#include "GrottoCustodian.h"
#include "MyBlutilityBase.h"
UMyBlutilityBase::UMyBlutilityBase(const FPostConstructInitializeProperties &PCIP)
: Super(PCIP)
{
}
void UMyBlutilityBase::MyFunction()
{
}
Any help at all would be appreciated.