Hey there! I have custom Blutility blueprint and its C++ class, which uses EditorEd.h file;
The only way for me to ship the game, it so manually remove C++ file and also delete actual bluetility blueprint.
not helping, because Blietility still stays defined as additional dependency inside uproject file, as it has blueprint in project, hence shipping build fails.
I am running into a similar issue where I am trying to allow Blutility to exist in my actual project, instead of making a mock up project containing Blutilities and transferring assets between the two as I run my blutility scripts on them.
Unreal documentation on creating separate modules (especially in regards to blutilities) is completely out of date and/or non-existent. I’ve followed the following to the letter, and now I can’t even get the C++ to compile, let alone run the Unreal project to make builds. I have yet to find any other source that provides reliable/viable information regarding how to properly set up a separate module.