How to add custom EQS C++ class (of any type)?

Hi everyone,

I’m trying to use UE4 to simulate behaviour (For University, Organic Computing) and I have come across EQS, which seems to hold a lot of potential for me. I realize that EQS Blueprints are not really functional yet. However, anytime I want to add a C++ class, it fails to build because it lacks dependencies. Adding custom dependencies in VS2013 seems to be disabled in the UE4 project, so how can I get this working?

PS: I have modified and created my own EQS C++ classes by modifying the editor’s source from github, but I would prefer not to recompile the whole editor, just to see if my custom class works…

Any help is appreciated. Thanks.

Hello, OJW

This problem may occur in the situation, when appropriate module is not included. Please check Build.cs file of your project (ProjectName/Source/ProjectName/ProjectName.Build.cs).

In the file, you’ll see this line

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

If “AIModule” is not in the list in your case, please add it and build the project.
Also please don’t forget to include appropriate headers for your components, for example

#include "BehaviorTree/BehaviorTree.h"

Hope this helped! Have a great day!

Thanks for the advice. Adding “AIModule” did the trick (also changing the “Generated_body” to “Generated_uclass_body”).