The "default" root path for any engine module is Engine/Source, but we happen to add the Public and Private folders automatically anyway. The templates were just adding an incorrect path, which happened to be redundant. The warning is new for 4.20.
The use of this sort of syntax for referring to one's own plugin directory is the new workflow: PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "Public"));
The templates have been fixed.
When running the BuildPlugin command on a plugin in 4.20 preview 3, UAT is not detecting the correct root folder for the relative include paths specified in a module's .Build.cs.
Expected: UAT is able to determine the root folder of an include path based on the specified relative path of a plugin module's .Build.cs
Actual: UAT doesn't find the specified include path where it actually exists (in this case, \\MyPlugin\Source\MyModule\Public), and instead reports that it's unable to find it in the root folder of 'C:\Program Files\Epic Games\UE_4.20\Engine\' (or whatever '[4.20EngineRootPath]\Engine\' may be for the user)
Engine\Build\BatchFiles\RunUAT.bat BuildPlugin -Plugin=[Path to .uplugin file, must be outside engine directory] -Package=[OutputDirectory] -Rocket -targetplatforms=Win64
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-60969 in the post.
10 |
Component | UE - Foundation - Cpp Tools - Automation Tool |
---|---|
Target Fix | 4.20 |
Created | Jun 21, 2018 |
---|---|
Resolved | Jun 25, 2018 |
Updated | Jul 19, 2018 |