[UE4]LNK2019 unresolved external symbol - GetPrivateStaticClass
Keywords: UE4, Plugin, LNK2019, GetPrivateStaticClass
UE4 Plugin Link Error:
Error LNK2019 unresolved external symbol "private: static class UClass * __cdecl UMyComponent::GetPrivateStaticClass(void)" (?GetPrivateStaticClass@UMyComponent@@CAPEAVUClass@@XZ) referenced in function "class UMyComponent * __cdecl NewObject<class UMyComponent>(class UObject *)" (??$NewObject@VUMyComponent@@@@YAPEAVUMyComponent@@PEAVUObject@@@Z) ClimbWall
Case 1:
Maybe you removed UE4’s macro in your headers.
Solution:
Add UE4 stylized macro MYPLUGIN_API
in headers, e.g.:
UCLASS()
class MYPLUGIN_API UMyComponent : public UActorComponent
{
GENERATED_BODY()
}
Ensure all headers of your plugin have been added macro MYPLUGIN_API
(even raw classes), otherwise there’s a compilication error LNK2019
if your plugin header was included in other Modules or game project.
Case 2:
Maybe you included a header in your project, but didn’t include module name of header in .Build.cs
.
e.g., you included Editor.h
, but you didn’t add UnrealEd
into PrivateDependencyModuleNames
in [YourProj].Build.cs
.
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
"UnrealEd"
}
);
Case 3:
Maybe you declare a function but the defination lost.
example:
void fun01();
void AMyActor::BeginPlay()
{
...
fun01();
...
}
Case 4:
Maybe you forgot to include the module name when you include headers of other module.
Project structure:
MyGame
|---Source
|---MyGame
| ---MyGame.Build.cs
| ---MyActor.h
| ---MyActor.cpp
|---MyGameEditor
---MyGameEditor.Build.cs
|---Public
| ---MyGameEditorModule.h
| ---MyBlueprintLibrary.h
|---Private
---MyBlueprintLibrary.cpp
MyBlueprintLibrary.cpp
#include "MyGame/MyActor.h"
If module (MyGame
) missed Public
and Private
direcotry, then include headers (MyActor.h
) of this module without module name: #include "MyActor.h"
, it results LNK2019 error.