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Adding to C++ projects breaks compilation #16

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da-molchanov opened this issue Jul 25, 2021 · 0 comments
Open

Adding to C++ projects breaks compilation #16

da-molchanov opened this issue Jul 25, 2021 · 0 comments

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@da-molchanov
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Hi! Maybe I am doing something wrong, but it seems that adding a binary-only plugin to a C++ project breaks the compilation. If I add the plugin contents to my project plugins directory and try to recompile the project, the compilation fails with the following error:

Could not find definition for module 'SketchfabGLTF', (referenced via default plugins -> Sketchfab.uplugin)

As a workaround, I have created stub build files in ProjectFolder/Plugins/Sketchfab/Source with the following contents:

ProjectFolder/Plugins/Sketchfab/Source/SketchfabAssetBrowser.Build.cs:

using UnrealBuildTool;

public class SketchfabAssetBrowser : ModuleRules
{
	public SketchfabAssetBrowser(ReadOnlyTargetRules Target) : base(Target)
	{
		bUsePrecompiled = true;
	}
}

ProjectFolder/Plugins/Sketchfab/Source/ZipUtility.Build.cs:

using UnrealBuildTool;

public class ZipUtility : ModuleRules
{
	public ZipUtility(ReadOnlyTargetRules Target) : base(Target)
	{
		bUsePrecompiled = true;
	}
}

ProjectFolder/Plugins/Sketchfab/Source/SketchfabGLTF.Build.cs:

using UnrealBuildTool;

public class SketchfabGLTF : ModuleRules
{
	public SketchfabGLTF(ReadOnlyTargetRules Target) : base(Target)
	{
		bUsePrecompiled = true;
	}
}

Should these files be included with the plugin or did I miss something during the plugin installation process?

I am using UE4.26.2 on Windows 10.

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