Seim2k
(Seim2k)
March 13, 2019, 12:39pm
1
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/development-discussion/engine-source-github/1594309-how-can-i-broadcast-editor-events-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" });
Can you help me?
Thanks.
Seim
Seim2k
(Seim2k)
July 26, 2019, 10:40am
2
Today I stumbled again over this “bug” and found the solution. At least it was a mistake, one of these little things you (and me) forgot when creating stuff.
Please make sure that if you add a module/and,or a plugin which should execute Editorthings (like a Blutility does) to mark it as a Editor-Module, not as in my case as a “Developer” (=Runtime) module.
So solution in short lies in the ProjectName.uplugin - file:
...
"Modules": [
{
"Name": "Blub",
"Type": "Editor",
"LoadingPhase": "Default"
},
{
"Name": "Bla",
"Type": "RuntimeNoCommandlet",
"LoadingPhase": "Default"
}
]
...
Then I can use the BP-Functions which are Blutility (=Editor) related inside my Blutility which is inherited from “GlobalEditorUtilityBase”.