FFbxImporter in an editor plugin (LNK2019)

MichaelWion
Tue, 19 Jul 2016 00:36:21 +0000
Plugins

I’m trying to gain access to the methods found in "Editor/UnrealEd/Private/FbxImporter.h".

I’m incredibly close to getting things to compile, with the exception of unresolved linker errors pertaining to any of the FFbxImporter:* functions that my plugin attempts to use.

Am I missing something in my plugin’s build.cs file?

namespace UnrealBuildTool.Rules
{
    public class MyFbxEditor : ModuleRules
    {
        private string ModulePath
        {
            get { return ModuleDirectory; }
        }

        public MyFbxEditor(TargetInfo Target)
        {
            PublicIncludePaths.AddRange(new string[] {
                "MyFbxEditor/Public",
                "AssetTools/Public",
                "Editor/UnrealEd/Public",
                "Editor/UnrealEd/Classes"
            });

            PrivateIncludePaths.AddRange(new string[] {
                "MyFbxEditor/Private",
                "UnrealEd/Private/Settings",
                "Editor/UnrealEd/Private",
                "Editor/UnrealEd/Private/Fbx"
            });

            AddEngineThirdPartyPrivateStaticDependencies(Target, "FBX");

            PublicDependencyModuleNames.AddRange(new string[] {
                "MyFbxPlugin",
                "Core",
                "CoreUObject",
                "Engine",
                "InputCore",
                "UnrealEd",
                "AssetTools",
                "EditorStyle",
                "FBX"
            });

            PrivateDependencyModuleNames.AddRange(new string[] {
                "MyFbxPlugin",
                "SlateCore",
                "Slate",
                "AssetTools",
                "UnrealEd",
                "FBX"
            });
        }
    }
}

I am using the GitHub source version of 4.12

14 posts - 6 participants