1. *.Build.cs 引用编辑器模块
构造函数:
//编辑器模块
if (Target.bBuildEditor)//或者if (Target.Type == TargetType.Editor)
{
PublicDependencyModuleNames.AddRange(new string[] {
"UnrealEd",
"MeshDescription",
"RawMesh",
//"*****",//其他编辑器模块
});
}
1.1 *Editor.Build.cs
PublicDependencyModuleNames
PrivateDependencyModuleNames
添加编辑器模块
2. *.cpp 实现
#if WITH_EDITOR