im following this guide to make my own k2Nodes :
to summarize it, it says you need two modules in a plugin, one for runtime and one for editor in editor module build.cs file i should add this :
PublicIncludePaths.AddRange(
new string[] {
"YourRunTimeModule",
"YourRunTimeModule/Public"
// ... add public include paths required here ...
}
);
but i get this warning when trying to compile :
warning : Referenced directory ‘C:\Program Files\Epic Games\UE_5.1\Engine\Source\YourRunTimeModule/’ does not exist.
warning : Referenced directory ‘C:\Program Files\Epic Games\UE_5.1\Engine\Source\YourRunTimeModule/Public’ does not exist.
and later when writing custom nodes i get a ton of error messages
so the workaround i found is that instead of writing “YourRunTimeModule” and “YourRunTimeModule/Public” i wrote the full path to my plugin like this:
PublicIncludePaths.AddRange(
new string[] {
"D:/Projects/SampleProjectP/Plugins/MyPlugin/Source/YourRunTimeModule",
"D:/Projects/SampleProjectP/Plugins/MyPlugin/Source/YourRunTimeModule/public"
// ... add public include paths required here ...
}
);
and it works but just because it works doesn’t mean its correct, if i wanted to give this plugin to someone else or change the projects paths i need to rewrite this
what is correct way of writing it?