Hello and sorry for My poor English.
Is it possible to write custom EditorImportPlugin as external NativeScript plugin?
I wish to make EditorImporterPlugin for custom file type, written in C++ as Native Plugin.
Used godot::register_tool_class< MyCustomPluginClass >( )
to register EditorPlugin
however when editor changes focus EditorImportPlugin prints :
**ERROR**: Condition ' !(get_script_instance() && get_script_instance()->has_method("get_recognized_extensions")) ' is true.
At: editor/import/editor_import_plugin.cpp:48:get_recognized_extensions() - Condition ' !(get_script_instance() && get_script_instance()->has_method("get_recognized_extensions")) ' is true.
**ERROR**: Condition ' !(get_script_instance() && get_script_instance()->has_method("get_importer_name")) ' is true. returned: ""
At: editor/import/editor_import_plugin.cpp:38:get_importer_name() - Condition ' !(get_script_instance() && get_script_instance()->has_method("get_importer_name")) ' is true. returned: ""
add_import_plugin
is called from _enter_tree( )
in working EditorPlugin, yet overrited get_recognized_extensions( )
not printing output.