I made BL plugin few months ago for 5.3 but now i need to use it in project that was made in 5.4 i tried recreating it in 5.4 but code always get error on compile
.h
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "ClipboardFunctionsBPLibrary.generated.h"
UCLASS()
class UClipboardFunctionsBPLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Copy to Clipboard"), Category = "Clipboard")
static void CopyText(FString Text);
UFUNCTION(BlueprintCallable, DisplayName = "Paste from Clipboard", Category = "Clipboard", BlueprintPure)
static FString PasteText();
};
.cpp
// Copyright Epic Games, Inc. All Rights Reserved.
#include "ClipboardFunctionsBPLibrary.h"
#include "ClipboardFunctions.h"
void UClipboardFunctionsBPLibrary::CopyText(FString Text)
{
FPlatformMisc::ClipboardCopy(*Text);
}
FString UClipboardFunctionsBPLibrary::PasteText()
{
FString LocalString;
FPlatformMisc::ClipboardPaste(LocalString);
return LocalString;
}
---------- Creating patch ----------
Running F:\Unreal Engine\Unreal Engine\UE_5.4\Engine\Build\BatchFiles\Build.bat -Target="ClipboardProjectEditor Win64 Development -Project=""F:/Unreal Engine/Unreal Plugins/ClipboardProject/ClipboardProject.uproject""" -LiveCoding -LiveCodingModules="F:/Unreal Engine/Unreal Engine/UE_5.4/Engine/Intermediate/LiveCodingModules.json" -LiveCodingManifest="F:/Unreal Engine/Unreal Engine/UE_5.4/Engine/Intermediate/LiveCoding.json" -WaitMutex -LiveCodingLimit=100
Using bundled DotNet SDK version: 6.0.302
Running UnrealBuildTool: dotnet "..\..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll" -Target="ClipboardProjectEditor Win64 Development -Project=""F:/Unreal Engine/Unreal Plugins/ClipboardProject/ClipboardProject.uproject""" -LiveCoding -LiveCodingModules="F:/Unreal Engine/Unreal Engine/UE_5.4/Engine/Intermediate/LiveCodingModules.json" -LiveCodingManifest="F:/Unreal Engine/Unreal Engine/UE_5.4/Engine/Intermediate/LiveCoding.json" -WaitMutex -LiveCodingLimit=100
Log file: C:\Users\mojno\AppData\Local\UnrealBuildTool\Log.txt
Creating makefile for ClipboardProjectEditor (command line arguments changed)
Building ClipboardProjectEditor...
Using Visual Studio 2022 14.38.33139 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.38.33130) and Windows 10.0.19041.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Adaptive Build] Excluded from ClipboardFunctions unity file: ClipboardFunctions.cpp, ClipboardFunctionsBPLibrary.cpp
Determining max actions to execute in parallel (6 physical cores, 12 logical cores)
Executing up to 6 processes, one per physical core
Using Parallel executor to run 2 action(s)
------ Building 2 action(s) started ------
[1/2] Compile [x64] Module.ClipboardFunctions.cpp
[2/2] Compile [x64] ClipboardFunctionsBPLibrary.cpp
Total time in Parallel executor: 0.84 seconds
Total execution time: 3.57 seconds
File F:\Unreal Engine\Unreal Plugins\ClipboardProject\Plugins\ClipboardFunctions\Intermediate\Build\Win64\x64\UnrealEditor\Development\ClipboardFunctions\ClipboardFunctions.cpp.obj was modified or is new
File F:\Unreal Engine\Unreal Plugins\ClipboardProject\Plugins\ClipboardFunctions\Intermediate\Build\Win64\x64\UnrealEditor\Development\ClipboardFunctions\ClipboardFunctionsBPLibrary.cpp.obj was modified or is new
File F:\Unreal Engine\Unreal Plugins\ClipboardProject\Plugins\ClipboardFunctions\Intermediate\Build\Win64\x64\UnrealEditor\Development\ClipboardFunctions\Module.ClipboardFunctions.cpp.obj was modified or is new
Building patch from 3 file(s) for Live coding module F:\Unreal Engine\Unreal Plugins\ClipboardProject\Plugins\ClipboardFunctions\Binaries\Win64\UnrealEditor-ClipboardFunctions.dll
Creating library F:\Unreal Engine\Unreal Plugins\ClipboardProject\Plugins\ClipboardFunctions\Binaries\Win64\UnrealEditor-ClipboardFunctions.patch_0.lib and object F:\Unreal Engine\Unreal Plugins\ClipboardProject\Plugins\ClipboardFunctions\Binaries\Win64\UnrealEditor-ClipboardFunctions.patch_0.exp
ClipboardFunctions.cpp.obj : error LNK2011: precompiled object not linked in; image may not run
F:\Unreal Engine\Unreal Plugins\ClipboardProject\Plugins\ClipboardFunctions\Binaries\Win64\UnrealEditor-ClipboardFunctions.patch_0.exe : fatal error LNK1120: 1 unresolved externals
Failed to link patch (0.000s) (Exit code: 0x460)
---------- Finished (0.000s) ----------
.h is the same
.cpp
// Copyright Epic Games, Inc. All Rights Reserved.
#include "ClipboardFunctionsBPLibrary.h"
#include "ClipboardFunctions.h"
#include "HAL/PlatformApplicationMisc.h"
void UClipboardFunctionsBPLibrary::CopyText(FString Text)
{
FPlatformApplicationMisc::ClipboardCopy(*Text);
}
FString UClipboardFunctionsBPLibrary::PasteText()
{
FString LocalString;
FPlatformApplicationMisc::ClipboardPaste(LocalString);
return LocalString;
}
.build.cs
// Some copyright should be here...
using UnrealBuildTool;
public class ClipboardFunctions : ModuleRules
{
public ClipboardFunctions(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
}
);
PrivateIncludePaths.AddRange(
new string[] {
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"ApplicationCore",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
}
);
}
}