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blinkenplugin's Issues

Problems trying to use plugin from C++

Hi

After some back and forth before Christmas mostly due to my lack of knowledge in UE4, I managed to get the plugin to work fine and even extend it.
So I can play around with it from blueprint without problems.

Now I'm trying to use it from C++, from my project's HUD file. I'm having trouble connecting it correctly so both the compiler and the linker see it.

Check out this simple code:

#include "Blinken.h"

void ARazerTest4HUD::BeginPlay()
{
	if (FBlinkenModule::IsAvailable())
	{
		FBlinkenModule blinken = FBlinkenModule::Get();
	}
}

I've tried to get this to work both by getting it to link statically and dynamically, but obviously I'm doing both wrong. Ideally I would load this dynamically, as that's what I think the intention behind the plugin is.

So for loading dynamically, I added to my project's build.cs:

PublicIncludePaths.AddRange(new string[] { "Blinken/Public", "Blinken/Private" });
DynamicallyLoadedModuleNames.AddRange(new string[] { "Blinken" });

When I do this, it says it can't find the Blinken.h file.

If I try to load it statically I get linker errors:
(I have this in the build.cs instead of the previous 2 lines)

PrivateDependencyModuleNames.AddRange(new string[] { "Blinken" });

I get these nice linker errors:

1>RazerTest4HUD.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl FBlinkenModule::StartupModule(void)" (?StartupModule@FBlinkenModule@@UEAAXXZ)
1>RazerTest4HUD.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl FBlinkenModule::ShutdownModule(void)" (?ShutdownModule@FBlinkenModule@@UEAAXXZ)
1>RazerTest4HUD.cpp.obj : error LNK2001: unresolved external symbol "public: virtual void __cdecl FBlinkenModule::Tick(float)" (?Tick@FBlinkenModule@@UEAAXM@Z)

I've been trying to wrap my head around UE4's plugin linking, but I'm at a loss, help would be greatly appreciated!

Thanks,
Rui

P.S.: I'm extending the Razer Chroma support significantly, and I do plan to push it back to the depot once it's in a good state

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