Hi,
I extended a Blutility in C++ . After that I created the Blutility in the Editor from this class (which inherit from “GlobalEditorUtilityBase”).
When Editing the Blueprint I miss some BlueprintFunctions I need (“EditorScripting-Functions” which comes from a PlugIn I guess, like Saving a map).
Am I missing something ? I thought when deriving from a BaseClass all functionality from the BaseClass will also be accessable in the derived Class.
This question is also related to:
https://forums.unrealengine.com/deve…vents-manually
As a “workaround” I wanted to provide I Button in the Blutility which simply will Saves the loaded level after changeing the materials.
I already added the Blutility-Module to the .Build.cs file.
- (PublicDependencyModuleNames.AddRange(new string] { “Core”, “CoreUObject”, “Engine”, “InputCore”, “Blutility” });
https://answers.unrealengine.com/storage/temp/271228-btp-missingfunctionality.png
Can you help me?
Thanks. Seim
I posted this already on Answerhub:
https://answers.unrealengine.com/questions/881945/view.html
Sorry about doubled content, I only wanted to make sure to reach