[=;98712]
Yep that did it, but I have to say quite a few of the details are still undocumented and convoluted. E.g. needing to #define LOCTEXT_NAMESPACE “(subcategory)”,
including “Slate.h”, and adding InputCore and Slate to your plugin module build settings. In addition to that any controller id apart from 0 doesn’t work (does it assume a second player?) and the Plugin Actor derived classes can’t seem to forward key Events (I’m guessing has to do with the input chain as a Controller derived class does forward them).
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Yeah, I would definitely agree that some of stuff is a little too obscure, particularly getting modules set up correctly. I really wish that dependencies would be forwarded along so that if you had Engine you would have gotten InputCore and Slate automatically, but others are concerned that unnecessary module dependency forwarding would increase compile times.
Couple of clarifying points for you.
You could avoid define the LOCTEXT_NAMESPACE to use LOCTEXT macro and use NSLOCTEXT instead which includes a parameter for the namespace. Don’t forget to #undef LOCTEXT_NAMESPACE once you’re done with it. We often run in to duplicate definitions of the macro error when compiling with unity builds due to someone forgetting to have undefined it.
Controller ID does map to players. By default player 1 is index 0, player 2 index 1 and so on, though you can change the controller ID of a LocalPlayer (for example the exec command SSSwapControllers is often used for testing different players in splitscreen with).
I’m not entirely sure what you mean by controllers/actors being able to forward key events?