exportmain.cpp
Code:
#include <boost/property_tree/ptree.hpp>
#include <boost/property_tree/xml_parser.hpp>



// Create an empty property tree object
using boost::property_tree::ptree;


#include "kwxport.h"

#include "resource.h"

#ifndef __TCONVERT_H__
#define __TCONVERT_H__
#endif
#ifndef _INC_TCHAR
# include <tchar.h>
#endif
#ifndef _INC_CRTDBG
# include <crtdbg.h>
#endif
#ifndef _WINDOWS_
# include <windows.h>
#endif

#include <d3dx9xof.h>
#include "rmxftmpl.h"
#include "rmxfguid.h"
#include <d3dx9mesh.h>

#include <dbghelp.h>
#include <plugapi.h>
#include <hold.h>
#include <quat.h>
#include <IDxMaterial.h>
#include <IPathConfigMgr.h>
#include <crtdbg.h>
#include <maxapi.h>
#include <interval.h>

#include <set>
#include <algorithm>
#include <sstream>

//#include "kwlog.h"
#include "exportmain.h"

exportmain.h
Code:
#include <set>
...
class IGameExporter : public SceneExport, public Settings {
    public:

		std::vector<IGameNode *> animated_;
			IGameScene * igame_;
			Interface * core_;
			std::wstring name_;
		std::map<std::wstring, std::wstring> textureCopy_;
			char exportTime_[100];
			TimeValue coreFrame_;

        int                ExtCount();                    // Number of extensions supported
        const MCHAR *    Ext(int n);                    // Extension #n (i.e. "3DS")
        const MCHAR *    LongDesc();                    // Long ASCII description (i.e. "Autodesk 3D Studio File")
        const MCHAR *    ShortDesc();                // Short ASCII description (i.e. "3D Studio")
        const MCHAR *    AuthorName();                // ASCII Author name
        const MCHAR *    CopyrightMessage();            // ASCII Copyright message
        const MCHAR *    OtherMessage1();            // Other message #1
        const MCHAR *    OtherMessage2();            // Other message #2
        unsigned int    Version();                    // Version number * 100 (i.e. v3.01 = 301)
        void            ShowAbout(HWND hWnd);        // Show DLL's "About..." box

        BOOL SupportsOptions(int ext, DWORD options);
        int    DoExport(const MCHAR *name,ExpInterface *ei,Interface *i, BOOL suppressPrompts=FALSE, DWORD options=0);
        

		void WriteXFile(IGameScene * ig, MCHAR const * name);
		template<typename T> void ExportNode(IGameScene * ig, IGameNode * node, T * root, bool selected);
		void WriteGeometry(IGameScene * ig, IGameNode * node, IGameObject * obj, ID3DXFileSaveData * frame);
		void WriteGeometry2(IGameScene * ig, IGameNode * node, IGameObject * obj, ID3DXFileSaveData * frame);
		static DWORD VertexAdd(std::vector<FatVert> & vec, std::vector<std::pair<float, DWORD> > & acc, FatVert const & fv);
		void ExportAnimations(ID3DXFileSaveObject * save);
		void ExportFileData(ID3DXFileSaveObject * save);
    

    

        IGameExporter();
        ~IGameExporter();        


private:
	boost::property_tree::ptree mSimData;
};
How can I make boost:roperty_tree:tree get recognized by the compiler?
Thanks
Jack