Hello everyone!
I’m writing own plugin for export meshes from UE and I’ve got a problem. After including “Private/FbxExporter.h” to my cpp for using FBX API in code like in this way
UStaticMesh* existingMesh = staticMeshComponent->GetStaticMesh();
UnFbx::FFbxExporter* exporter = UnFbx::FFbxExporter::GetInstance();
exporter->CreateDocument();
exporter->ExportStaticMesh(existingMesh);
exporter->WriteToFile(*myPath);
during the build process I’ve get a bunch of errors like here
I want to use this feature only in editor, not at runtime. What I’m doing wrong? Maybe I forget to write something in my .build files or usage of this API is impossible?
MyPlugin.build.cs file looks like this:
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class MyPlugin : ModuleRules
{
public MyPlugin(TargetInfo Target)
{
PublicIncludePaths.AddRange(
new string[] {
"MyPlugin/Public"
}
);
PrivateIncludePaths.AddRange(
new string[] {
"MyPlugin/Private",
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Projects",
"InputCore",
"UnrealEd",
"LevelEditor",
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"Json",
"DesktopPlatform",
"RawMesh",
"MaterialEditor",
"AssetTools",
"FBX"
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
}
);
}
}
Thx in advance!