Hello,
I have a question about separating Editor and Game code. I have this structure of my project:
foo
\ Classes (all the UObject derived classes are here)
\ Private
\ Public
In my .build.cs file, I have UEBuildConfiguration.bBuildEditor check and add Editor modules only if it is true. This works well, but when UHT runs, it tries to parse all UObject derivatives in \ Classes and obviously fails on those that are Editor dependent (basically cannot find superclass when processing). I tried adding WITH_EDITOR checks to those header files, but it seems UHT completely ignores that setting, as in it is always set, even for pure Game builds.
Is there anything I can do? Other than splitting into two separate modules… Thanks.