Tutorial: Enabling the GameplayMessageSystem
A short tutorial demonstrating how to enable the GameplayMessageSystem for use in your Project
The GameplayMessageSystem is implemented as an Engine plugin.
Enabling the GameplayMessageSystem Plugin
Enabling via .UProject
To enable the GameplayMessageSystem via editing the .uproject:
- Navigate to your Project directory
- Open the Project.uproject in a text editor or IDE
- Add the following entry to the
"Plugins"
array:
{
"Name": "GameplayMessageRouter",
"Enabled": false
}
Enabling via Editor
Open your Project's Editor and navigate to Edit->Plugins
Edit .Build.cs
If you want to utilize the GameplayMessageSystem you will also want to add it to your project's Build.cs file. Here's how:
- Navigate to your Project directory
- Find the Project.Build.cs file (under
Source/Project
subfolders) - Add to either PublicDependencyModuleNames or PrivateDependencyModuleNames (as appropriate for your project), the entry
"GameplayMessageRuntime"
- Note that these are both a comma-separated lists of strings. The entry can be added anywhere in either list.
PrivateDependencyModuleNames.AddRange(
new string[] {
"GameplayMessageRuntime"
}
);