What is a proper way of using/adding project custom C++ source code into the Unreal for Aximmetry? Simple creation of C++ class inside Unreal for Aximmetry and compiling the solution results in an error:
----------
Couldn't find target rules file for target 'UE4Editor' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.
Microsoft.MakeFile.targets(45, 5): [MSB3073] The command ""C:\Program Files\Aximmetry DE\UnrealEngine\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development -Project="D:\Aximmetry\Projects\MyProject\MyProject.uproject" -WaitMutex -FromMsBuild" exited with code 6.
----------
I checked twice, (...)Editor.Target.cs is present under \MyProject\Source\MyProjectEditor.Target.cs.
This question also touches on the topic of migration of the existing UE4 4.27.1 project that contains C++ source code.
I am using Windows 10 v19043.1348, Unreal for Aximmetry v4.27.1, and Visual Community Edition 2019 v16.11.5.
Hi Martin,
Creating C++ classes is not supported in UE for Aximmetry. However, you can add C++ code by building your own plugin then placing it under Engine\Plugins\Marketplace of the official Unreal Engine, then performing the same steps we described for 3rd party plugins.
We also developed a slightly faster workflow for such cases, which includes using some custom files. If interested please write to sales@aximmetry.com.
If you have a custom Unreal Engine where you actually modify the Unreal Engine's source code then the problem is quite different and we do not support custom Unreal Engines.
Warmest regards,