In C++ how would I call a function from a module within an engine plugin, then expose it to blueprints?
I can already create functions from scratch, and expose them to blueprints, but the issue I’m running into here is exposing an existing function as a blueprint from an engine plugin. “void UnregisterActor(AActor InActor);” within “AnimationSharingManager.h*”.
From what I can gather, I need to setup my project’s C# build file to be able to include a specific directive in my header, then I can inherit from the plugin’s classes?
Or if the module function is setup properly, I can use an API macro?
I’m struggling to find specific documentation for this, any and all help would be greatly appreciated, as well as documentation.
Well from what I can gather, I need to properly setup my CS build file for my project to add the module as a dependency, so then I can include the plugin header, which should give me access. There’s not a lot of documentation on this, but this is what I’ve found:
That’s the idea, I want to make a wrapper UFUNCTIOM function in my header. The issue is I don’t know how to call the actual function from the module in the plugin in cpp code. It seems that I get syntax errors for the plugin when I compile in engine, but if I compile in VS, nothing updates in UE.