I created an empty C++ project where I implemented a plugin. I was able to compile the project with the plugin successfully.
To clean my project I (manually) deleted the ‘Binaries’ and ‘Intermediate’ folders of the plugin. Since then I cannot load the project anymore.
When I try to open it (in the UE editor), I get the following message:
“Plugin ‘MyPlugin’ failed to load because module ‘MyModule’ could be initialized successfully after it was loaded.”
When I click OK, the Unreal Engine crashes.
How can I fix that?
I already tried with version 4.11 preview but I have the same problem.
Yes,you are right! After struggle for hours,I did it! We should guarantee one class inherited from IModuleInterface for each module in the Plugin. And IMPLEMENT_MODULE !
void ICly_Thread_Module::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void ICly_Thread_Module::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}