which quickly lead to crazy amounts of undeclared header dependencies (surely I’m doing something wrong, Epic can’t be that undisciplined with their code?!)
I can only find the blueprint documentation of it and the feature is marked “Experimental” so it’ll most likely be a while before someone does something with it and posts it in C++.
I set the dependencies as you said and even if I put the include directive for WidgetInteractionComponent.h in the .cpp file instead (so it comes after .generated.h and anything that could possibly pull in required headers), I always end up where I started my journey through the header maze last time:
[2016.09.28-21.39.19:865] 76]Warning: Starting HotReload took 2.7s.
In file included from /mnt/devel/GameDev/MyGame/Source/MyGame/Menu/MenuPlayerController.cpp:7:
In file included from Runtime/UMG/Public/Components/WidgetInteractionComponent.h:5:
Runtime/UMG/Public/Components/WidgetComponent.h:112:9: error: use of undeclared identifier
'FWidgetAndPointer'
TArray<FWidgetAndPointer> GetHitWidgetPath(FVector WorldHitLocation, bool bIgn...
^
followed by two more screenfulls of unknown types + undeclared identifiers.
Top of class that wants to use WidgetInteractionComponent:
#pragma once
#include "UMG.h"
#include "Blueprint/UserWidget.h"
//Access to new UMG interface in C++ ! <3 Rama
#include "Components/WidgetInteractionComponent.h"
#include "JoyContext.generated.h"