- I want to call the functions in the unrealGDAL plugin in my own created plugin
- First I include the dependency plugin in the .uplugin
“Plugins”: [
{
“Name”: “UnrealGDAL”,
“Enabled”: true
}
]
-
Then I added the Module name in the build.cs file of my plugin
-
PublicDependencyModuleNames.AddRange(
new string[]
{
“GDAL”,
“UnrealGDAL”
}
); -
Then in a function I check whether the module has been loaded.
-
FUnrealGDALModule* UnrealGDAL = FModuleManager::Get().LoadModulePtr(“UnrealGDAL”);
UnrealGDAL->InitGDAL();
But the following error prompt
- Have any of you have an idea about this?