Thanks a lot, I followed the article, I added required entries to my *Build.cs file. However, my external libraries are 32 bit only and I develop my application for Win32 platform only.
Everything builds correctly in Visual Studio, but not in Unreal Editor.
Correct me if I’m wrong - I can package project from Editor for Win32, but I choose “Compile” in UnrealEditor, it only compiles for Win64 ?
There is a message in log “Launching UnrealBuildTool” and there is a switch Win64 among parameters.
The important question is: is it possible to set default target platform of UnrealEditor to Win32, not Win64 ?
Without this, it seems a lot of functionality is lost: I can create new classes in UE4, but they are not visible - there is a message that new class will be visible after recompilation, but Editor compiles onl Win64 and Win32 recompilation in VS does not help.
Is it possible to switch UE4 compilation to Win32 ?
In case of any questions - for now I have to use Win32. My external libraries are Win32 only for now, so “recompile your dependencies for Win64” is not an option, at least in near future.
Thanks in advance for help,