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How to extend editor to manual move actors with a relative offset?

Hey,

we are currently discovering some small limitations in our workflow and try to solve them. One of them is to move multiple selected objects without the gizmo, but with given values. (and replace other values for every object)
We couldn’t find any solution to do this currently in engine. So do we need a plugin for that?! At least we thought that.

Our try ended up with that:

Error


1>Module.RelativeMover.cpp.obj : error LNK2019: Verweis auf nicht aufgel÷stes externes Symbol ""__declspec(dllimport) public: bool __cdecl UObjectBaseUtility::IsA(class UClass const *)const " (__imp_?IsA@UObjectBaseUtility@@QEBA_NPEBVUClass@@@Z)" in Funktion ""class AActor * __cdecl Cast<class AActor>(class UObject *)" (??$Cast@VAActor@@@@YAPEAVAActor@@PEAVUObject@@@Z)".


Dependencies


PublicDependencyModuleNames.AddRange(new string] { "Engine", "Core", "LevelEditor", "Slate", "EditorStyle", "UnrealEd", "InputCore" });

Includes


#include "ModuleManager.h"
#include "LevelEditor.h"
#include "LevelEditorActions.h"
#include "SharedPointer.h"
#include "RelativeMoverCommands.h"
#include "Internationalization.h"
#include "Slate.h"
#include "MultiBoxExtender.h"
#include "Engine.h"

Is it right that I can’t use AActor because it isn’t exported with the ENGINE_API-macro?
Is there any other way to do this without a big effort?

Thanks in advance.

Florian from LeFx

i think the unresolved external symbol is the “UObjectBaseUtility::IsA” which is used in AActor. You might want to add “CoreUObject” to your public dependency module names. maybe that helps.

Thanks. That helped indeed!