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Hi,
I'm currently trying to add UE4CMake to a plugin I'm developing. The readme briefly states that this should be possible.
Though, when I generate the projects files I get the error
C:\Users\Lars\Documents\Unreal Projects\Test\Plugins\SenSim\Source\SenSim\SenSim.Build.cs(16,3): error CS0103: The name 'CMakeTarget' does not exist in the current context
My Build.cs file:
using UnrealBuildTool;
using System.IO;
public class SenSim : ModuleRules
{
public SenSim(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(new string[] {});
PrivateIncludePaths.AddRange(new string[] {});
PublicDependencyModuleNames.AddRange(new string[]{"Core",});
PrivateDependencyModuleNames.AddRange(new string[]{"CoreUObject", "Engine", "Slate", "SlateCore", "CMakeTarget",});
DynamicallyLoadedModuleNames.AddRange(new string[] {});
CMakeTarget.add(Target, this, "MAVSDK", Path.Combine(this.ModuleDirectory, "../../Deps/MAVSDK"), "", true);
}
}Excerpt from my .uplugin file:
"Plugins": [
{
"Name": "CMakeTarget",
"Enabled": true
}
]UE4CMake is in my plugins /Plugins folder.
I'm using Unreal 5.2 with this pull request.
I'm pretty inexperienced with the Unreal Build Tool, so help would be appreciated :)
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