Compiling the Plugin for 5.X
First, make sure your project has a build/source file. If you are working with BP only for now, open the Project and head to the Topbar… go to
Tools > New C++ Class
Give it any Name… I prefer “Projectname_Main” for the initial class of the Project. Set it to public and create it. Now you got a Project you can use Blueprint AND Cpp. Additionally, the Project has created a *.sln File in the root directory. This is the solution file for Visual Studio OR Rider.
Then, You can simply add this Plugin into your
PROJECT/Plugins/<Pluginname>
Folder.
Then, open the Plugins *.uplugin (located in the plugins root directory) File with any editor (even Windows Editor) and delete the
“Win32” from the Array, cause it is a not existing platform definition in 5.X.
Now, go into your projects root directory, and open the Source Folder. inside you´ll find a folder named like your Project.
Projectname/Source/Projectname
open it and open your .Build.cs File. Again… A simple text editor is enough. Add the Plugin to your Publics, by adding its Name to the PublicDependency Array… like this:
public Projectname(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new[] {"Core", "CoreUObject", "Engine", "InputCore"});
PublicDependencyModuleNames.AddRange(new[]
{
"SimplexNoise" //This is the simplexNoise Name, added to your Projects Dependencies.
});
}
Now… open your project’s Solution File (in the root directory) with the IDE of your choice (Visual Studio or Rider preferred here). And compile the project. The plugin should simply compile for 5.X inside it.
Done it some Minutes ago… works like a charm.