Working with our first plugin module
Now that we have described our plugin and its module, we can begin to specify what our only code module within the plugin is going to do. The purpose of the PowerUpPlugin
is to create a power-up type we can include in a game code object that will be constructed with a random power-up type. We can then identify this type from within the game code and enact functionality based on that type. As we are going to be creating a type that needs to be identified by the engine, we will need to inherit our type from UObject
. This means our plugin is going to need access to the CoreUObject
module provided by the engine. This also means that our plugin module will need to be publically exposed to our project codebase so we may include the plugin type. This is creating the aforementioned static link between the plugin and the project codebase.
PowerUpPlugin.Build.cs
We can create these associations by modifying the .Build.cs
file. You will notice that the Build.cs
file...