So, I’ve been trying to add a 2nd module to my plugin that includes modifications to the editor (such as adding buttons to the toolbar etc.)
Upon shipping or packing from the editor, the editor module is being loaded causing a critical error (because things like EditorStyle and LevelEditor are not available during a shipping build)
The plugin file’s modules are defined as:
"Modules":
{
"Name" : "BluDebugger",
"Type": "Editor",
"LoadingPhase" : "Default",
"WhitelistPlatforms" : "Win64", "Mac", "Linux"]
},
{
"Name": "Blu",
"Type": "Runtime",
"LoadingPhase": "PreDefault",
"WhitelistPlatforms": "Win64", "Mac", "Linux" ]
}
]
Am I missing something here? BluDebugger is type Editor, which according to the documentation at https://docs.unrealengine.com/latest/INT/Programming/Plugins/index.html
“Editor modules will only be loaded when the editor is starting up.”
Is there a way I can get this module to never be loaded by the shipping process? Because if an “Editor” module is loaded during a shipping build process, that’s a bit missleading.
Any help is appreciated, I just want to make sure I’m not going insane here!
Thanks!
- Aaron