Hi [USER=“434”]BrUnO XaVIeR[/USER] maybe I was not sufficiently clear. Here is how my Eigen plugin is organized. See (1). I did try to declare the Eigen folder in my plugin as public as you suggested.
PublicIncludePaths.AddRange(
new string] {
"EigenPlugin/Public",
// ... add public include paths required here ...
"../Include"
}
);
PrivateIncludePaths.AddRange(
new string] {
"EigenPlugin/Private",
// ... add other private include paths required here ...
"../Include"
}
);
But I get the same error, when I try to use it in another plugin even when I do this in its Build.cs
PublicDependencyModuleNames.AddRange(
new string]
{
"Core",
// ... add other public dependencies that you statically link with here ...
"EigenPlugin"
}
);
And this in its .uplugin :
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "VectorLibsPlugin",
"Description": "This is an Unreal Engine 4 plugin for usage of different vector Libraries ",
"Category": "Other",
"CreatedBy": "Syed Alam Abbas",
"CreatedByURL": "https://github.com/syedalamabbas",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": false,
"Installed": false,
"Modules":
{
"Name": "VectorLibsPlugin",
"Type": "Developer",
"LoadingPhase": "Default"
}
],
"Plugins":
{
"Name": "EigenPlugin",
"Enabled": true
},
The question is then, how do we get the Include folder that has the Eigen directory to be available in another plugin without explicitly mentioning the full header path ?