Hello,
Mintchococookie has made a nice tutorial on the process to do your own Blueprint node… you can find the full explaination here:
https://wiki.unrealengine.com/Creati…S_2017_%26_UE4
But I get error ‘UnrealBuilTool.ModulesRules’ does not contain a constructor that takes 0 arguments
and also feew “minor” error deprecated ‘definitions’
So I made some change but with no luck…any help ? Thanks !!! :
using System;
using System.IO;
using UnrealBuildTool;
public class UE4Magic : ModuleRules
{
// convenience properties
private string ModulePath
{
get { return ModuleDirectory; }
}
private string ThirdPartyPath
{
get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); }
}
// constructor
public UE4Magic(TargetInfo Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay" });
LoadYJMagicLib(Target);
}
public bool LoadYJMagicLib(TargetInfo Target)
{
bool isLibrarySupported = false;
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))
{
isLibrarySupported = true;
string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "x64" : "x86";
string LibrariesPath = Path.Combine(ThirdPartyPath, "YJMagicLib", "Libraries");
/* test your path with:
using System; // Console.WriteLine("");
Console.WriteLine("... LibrariesPath -> " + LibrariesPath);
*/
PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "YJMagicLib." + PlatformString + ".lib"));
}
if (isLibrarySupported)
{
// Include path
PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "YJMagicLib", "Includes"));
}
PublicDefinitions.Add(string.Format("WITH_YJ_MAGIC_LIB_BINDING={0}", isLibrarySupported ? 1 : 0));
return isLibrarySupported;
}
}