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should be able to use the includes declaration in the wscript by using bld.Path but I cant find the LmbrCentral folder to make use of it as a suggestion to avoid it. Where is the LmbrCentral includes folder anyway?
So LmbrCentral is a Gem, with the includes here:
dev\Gems\LmbrCentral\Code\include\LmbrCentral\
If you make a new project the LmbrCentral project will be in Visual Studio Solution, so in the project solution it is fine, the include will be:
#include <LmbrCentral\Physics\PhysicsComponentBus.h>
But, referring to my other post, I am not clear what the workflow for a Gem is exactly (independent from a project), and from a Gems' header/source file, the path to LmbrCentral must be relative.
Well, I had done something similar when CryMovie migrated into Maestro.
In my game's gem wscript's includes definition i added "bld.Path('Gems/Maestro/Code/Source')" to be able to use source code in that is in maestro.
But any gem that uses the "Include" folder within it's Code folder should have it exposed.
Though since I did have some issues, that I got help with, when trying to use another gem's includes I've had to use the gem.json's Dependencies definition in order to be able to use another gem's includes.
I believe the Dependencies definition is your best bet for that.
Example gem.json:
{
"Dependencies": [
{
"Uuid": "3b9a978ed6f742a1acb99f74379a342c",
"VersionConstraints": [
">=0.1"
],
"_comment": "Maestro"
}
],
"GemFormatVersion": 4,
"Uuid": "<GUUID>",
"Name": "<Name>",
"DisplayName": "<Name>",
"Version": "0.1.0",
"Summary": "Summary",
"Tags": [ "Game" ],
"IconPath": "preview.png",
"IsGameGem": true,
"Modules": [
{
"Type": "GameModule"
}
]
}
That worked perfectly! Thanks a lot! :D
Now if I build LumberyardSDK and open the Solution, the Gems' includes to the LmbrCentral Gem are valid, for example:
#include <LmbrCentral\Scripting\TriggerAreaComponentBus.h>
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