title: How do I #include plugin source files in my custom Unreal Engine module?
body: <p>I'm working with a C++ Unreal Engine project and made my own custom module called MyActor, Unreal Engine automatically created the .cpp and .h files for me. That much appears to be working.</p>
  
  <p>So now I want to include classes or methods from the AppleARKit plugin then override and call them from my custom MyActor module.</p>
  
  <p>First I tried using <code>#include AppleARKitLiveLinkSourceFactory.h</code> because it has the<code>IARKitBlendShapePublisher::PublishBlendshapes</code> method which I want to modify and use.</p>
  
  <p>It didn't work at first with this error: <code>E1696 Cannot open source file AppleARKitLiveLinkSourceFactory.h</code> but I found out I could include them in Visual Studio using the "Include Directories" under Properties like this:
  <a href="https://i.stack.imgur.com/7R3JB.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/7R3JB.png" alt="enter image description here"></a></p>
  
  <p>The <code>AppleARKitLiveLinkSourceFactory.h</code> lives in the Public folder but I included the Private folder as well, I don't know if I need to do that. This appeared to work at first but then I got the same error as before for every dependency inside the <code>AppleARKitLiveLinkSourceFactory.h</code> file.</p>
  
  <p>Do I have to include the individual directories for every dependency down the entire chain? Is there an easier way?</p>