Using the plugin in a multiplatform project
rproepp opened this issue · comments
Hi, I'm trying to port my project which uses SteamVR input to more platforms that don't support SteamVR (Mac for now). Mostly this seems to work, but I have issues with a few functions I'm calling in my Blueprints, such as PlaySteamVR_HapticFeedback. These don't exist on unsupported platforms, breaking the Blueprint compile.
What is the best practice to deal with these Blueprint nodes? As far as I know, platform-gating is impossible in Blueprints. I've tried to call the function from C++ (so I can use the preprocessor to gate it), but I can't include SteamVRInputDeviceFunctionLibrary.h because SteamVRInputDeviceFunctionLibrary.generated.h can't be found.