Failed to compile plugin source code. See output log for more information.
プラグインのソースコードをコンパイルできませんでした。詳細は出力ログを参照してください。
‘furcraeaUEOpenAI2’ already defines a member called ‘furcraeaUEOpenAI2’ with the same parameter types Expecting to find a type to be declared in a target rules named ‘furcraeaUEOpenAI2EditorTarget’. This type must derive from the ‘TargetRules’ type defined by UnrealBuildTool.
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Modules/ModuleManager.h"
class FfurcraeaBluePrintLibModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
furcraeaBluePrintLib.cpp
// Copyright Epic Games, Inc. All Rights Reserved.
#include "furcraeaBluePrintLib.h"
#define LOCTEXT_NAMESPACE "FfurcraeaBluePrintLibModule"
void FfurcraeaBluePrintLibModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FfurcraeaBluePrintLibModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FfurcraeaBluePrintLibModule, furcraeaBluePrintLib)
furcraeaBluePrintLibBPLibrary.h
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/BlueprintFunctionLibrary.h"
#include "furcraeaBluePrintLibBPLibrary.generated.h"
/*
* Function library class.
* Each function in it is expected to be static and represents blueprint node that can be called in any blueprint.
*
* When declaring function you can define metadata for the node. Key function specifiers will be BlueprintPure and BlueprintCallable.
* BlueprintPure - means the function does not affect the owning object in any way and thus creates a node without Exec pins.
* BlueprintCallable - makes a function which can be executed in Blueprints - Thus it has Exec pins.
* DisplayName - full name of the node, shown when you mouse over the node and in the blueprint drop down menu.
* Its lets you name the node using characters not allowed in C++ function names.
* CompactNodeTitle - the word(s) that appear on the node.
* Keywords - the list of keywords that helps you to find node when you search for it using Blueprint drop-down menu.
* Good example is "Print String" node which you can find also by using keyword "log".
* Category - the category your node will be under in the Blueprint drop-down menu.
*
* For more info on custom blueprint nodes visit documentation:
* https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
*/
UCLASS()
class UfurcraeaBluePrintLibBPLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "furcraeaBluePrintLib sample test testing"), Category = "furcraeaBluePrintLibTesting")
static float furcraeaBluePrintLibSampleFunction(float Param);
};
furcraeaBluePrintLibBPLibrary.cpp
// Copyright Epic Games, Inc. All Rights Reserved.
#include "furcraeaBluePrintLibBPLibrary.h"
#include "furcraeaBluePrintLib.h"
UfurcraeaBluePrintLibBPLibrary::UfurcraeaBluePrintLibBPLibrary(const FObjectInitializer& ObjectInitializer)
: Super(ObjectInitializer)
{
}
float UfurcraeaBluePrintLibBPLibrary::furcraeaBluePrintLibSampleFunction(float Param)
{
return -1;
}