+1 vote
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I am developing a project with a C++ Unreal Engine project and created my custom module called MyActor, Unreal Engine automatically created the .cpp and .h files.

and now I want to include classes or methods from the AppleARKit plugin then override and call them from custom MyActor module.

First I tried using #include AppleARKitLiveLinkSourceFactory.h because it has the IARKitBlendShapePublisher::PublishBlendshapes method which I want to modify and use.

by (1.1k points)   | 15 views

1 Answer

0 votes
  1. In my <project-name>.Build.cs file, I added the module name
PublicDependencyModuleNames.AddRange(new string[] { "LidarPointCloudRuntime", "Core", "CoreUObject", "Engine", "InputCore" });
  1. I then rebuilt the project, closed my editor, then right clicked my <project-name>.uproject file and regenerated project files.

V Money

by (1.4k points)  
edited by

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