How to properly create plugin that is dependent on another plugin's code ?

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 ?

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