"The name 'CMakeTarget' does not exist" when adding to a plugin.
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 :)
On quick glance the above looks correct, however calling it from a plugin may be an invalid assumption (I haven't actually tested it, just assumed it would work). It may be that they don't actually include the cs project when calling from a plugin and only forward it to the project using the plugin. If this is the case may have to find another work around to include it. When I get a chance I will see if I can find something.
I'm also seeing this issue. I'm still able to compile and build my plugin and the third-party library.