Even with “Kismet” module in the Build file :
error LNK2019: unresolved external symbol “public: __cdecl FMyBlueprintSummoner::FMyBlueprintSummoner(class TSharedPtr)” (??0FMyBlueprintSummoner@@QEAA @V?$TSharedPtr@VFAssetEditorToolkit@@$0A@@@@Z ) referenced in “public: void __cdecl FDGEditorTabBinding::RegisterBlueprintEditorTab(class FWorkflowAllowedTabSet &,class FName,class TSharedPtr)” (?RegisterBlueprintEditorTab@FDGEditorTabBinding@@QEAAXAEAVFWorkflowAllowedTabSet @@VFName @@anonymous_user_e71e0d8a1 ?$TSharedPtr@VFBlueprintEditor@@$0A@@@@Z )
Benergy
(Benergy)
April 28, 2017, 8:11pm
2
This means that your code is missing the implementation of FMyBlueprintSummoner::FMyBlueprintSummoner(class TSharedPtr
I know, but why ? Kismet is included in my plugin’s build file.
Benergy
(Benergy)
April 29, 2017, 12:28pm
4
I’m a bit confused. I thought FMyBlueprintSummoner is your own class? So why is Kismet relevant?
No, it’s in C:\Program Files\Epic Games\UE_4.15\Engine\Source\Editor\Kismet\Private\BlueprintEditorTabFactories.h
I thought it was the struct to call to override the default blueprint editor, but I’m investigating FBlueprintEditorModule::RegisterSCSEditorCustomization now.