Hello. Thanks for this tutorial.
I am new to the unreal engine and creating plugins, so your feedback is greatly appreciated. Building plugins with Visual Studio 2019, I am having trouble linking to many of the dependencies (i.e. cannot open source file “MetasoundExecutableOperator.h”).
To create my plugin I did the following:
- In a c++ project, I added a blank plugin.
- In the generated plugin files, I updated the .uplugin file as follows:
{
"FileVersion": 3,
"Version": 1,
"VersionName": "1.0",
"FriendlyName": "metanode",
"Description": "test node",
"Category": "Other",
"CreatedBy": "Brian",
"CreatedByURL": "",
"DocsURL": "",
"MarketplaceURL": "",
"SupportURL": "",
"CanContainContent": true,
"IsBetaVersion": false,
"IsExperimentalVersion": false,
"Installed": false,
"Modules": [
{
"Name": "metanode",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "Metasound",
"Enabled": true
}
]
}
- I have also entered metasound modules in the Build.cs file:
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"MetasoundGraphCore",
"MetasoundEngine",
"MetasoundFrontend",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"MetasoundGraphCore",
"MetasoundEngine",
"MetasoundFrontend",
// ... add private dependencies that you statically link with here ...
}
);
- I copied the code presented in the tutorial into the .cpp file of my plugin. I also commented out the boiler plate class and implmentation code that appears when generating a blank plugin (i.e. class derived form IModuleInterface with virtual void methods StartupModule() and ShutdownModule() – I am assuming this stuff is not needed for a metasound node implementation).
From my understanding, the required header files should be found based on my entries in the .uplugin and Build.cs file. But clearly I am missing something…