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I have a plugin in my project to move around stuff with gizmos(much recommended tool, by the way).
It has quite a few blueprint functions that I use.
I would like to add some functionality to it, though.

So I opened up the related cpp files, namely TransformerPawn.cpp and had a look around, and found a few starting points where I can add GEngine debug messages, to see what is going on...

I chosen a few blueprintcallable functions and went ahead by:

  • added those debug messages, but they do not take effect at all...
  • added some other code(move the actor 1000000 units away in tick), but still nothing...
  • commented out code, but blueprints kept working...

I added the Engine.h header in my cpp. I also tried rebuilding the solution... And yes I hit compile every time... :D

To test things out I added an empty C++ actor, and added a blueprintcallable function to it to print out debugmessages(GEngine), and it worked as it should be... I can see the debug messages...

EDIT: I use Rama's Victory plugin a lot. I added a custom BP node there, recompiled it, and it didn't work...
But the new plugins available message popped up in the bottom right corner!
So I disabled, and enabled it and it did work. I could see my new BP node. :)

Later on I test it with the above asset and update the post.

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