I have a C++ plugin project in a BluePrint UE 5.2 project.
If I create the *.sln for it…open the *.sln…
Then build the project it will generate an error for “missing file” (atlbase.h)
If I build (NOT rebuild) the same project, the second time it will build.
There seems to be some build process that is broken, and it’s related to “atlbase.h” and the auto generated header files you get generated in UOBJECT derived headers.
The offshot is this:
- first build generates missing file error
- second build succeeds…and rest of project is built successfully.
So…I have my plugin *.dll file now.
BUT if I try to go to the main project folder, and right click the main *.uproject file, and click on open. It will not see or find my plugin dll file, and ask to build it. But it fails, because on the first build it will run into missing header file problem. But if I try to open the *.uproject file the second time, it’s NOT like it will do a regular build, it must be always doing a full rebuild. So it will never work and I can’t open the *.uproject this way.
Where does UE5.2 look for my plugin dll? Can I take the one I built manually and put it in the location it is expecting to find it? This should hopefully allow me to open the *.uproject file from the explorer.