Hello,
I created a plugin using third party libraries that includes a blueprint, all written in c++.
If I simulate it in UE 5.3 it works fine. If I want to build it I get the following error information in the logs:
UATHelper: Cooking (Windows): LogCook: Error: [AssetLog] xyz\TileOrder.uasset: Failed to cook /Game/LinGraph/floor/TileOrder for platform Windows. It imports class /Script/TESTCURL.TESTCURLBlueprint, which is in a module that is not available on the platform.
PackagingResults: Error: [AssetLog] xyz\TileOrder.uasset: Failed to cook /Game/LinGraph/floor/TileOrder for platform Windows. It imports class /Script/TESTCURL.TESTCURLBlueprint, which is in a module that is not available on the platform.
The plugin with 3rd Party libraries and the blueprint is TESTCURL. TileOrder is a normal Blueprint Class (Actor).
How can I tell UE 5.3 to treat the model as for the windows plattform? The module has only windows libraries and also runs under windows if simulated.