We currently #include “Modules/ModuleManager.h” so that we can create a Module for our game. We seemed to need to do this in order to register asset type actions. (We made some new UDataAssets.)
Unfortunately, using that include now generates a ton of compile errors like:
20>c:\unrealenginestagingtest\unrealengine\engine\source\editor\unrealed\public oolkits\BaseToolkit.h(35): error C2065: ‘FUICommandList’ : undeclared identifier
20>c:\unrealenginestagingtest\unrealengine\engine\source\editor\unrealed\public oolkits\BaseToolkit.h(35): error C2923: ‘TSharedRef’ : ‘FUICommandList’ is not a valid template type argument for parameter ‘ObjectType’
20>c:\unrealenginestagingtest\unrealengine\engine\source\editor\unrealed\public oolkits\BaseToolkit.h(65): error C2065: ‘FUICommandList’ : undeclared identifier
Should we be including something else now in order to extend the FDefaultGameModuleImpl? Were we dumb to do that to begin with?