(39) 's Extra Blueprint Nodes for You as a Plugin, No C++ Required!

I just successfully packaged for HTML5, no issues. But that is because I could recompile for HTML5 using Visual Studio.

The problem with the new Epic policy of plugin content going in the Engine folder is that then the engine wants to compile that plugin for every platform you want to ship to, and if the original author does not include that particular build and you dont have C++ powers, then you are rather stuck, unable to use a platform if even a single plugin you are using does not ship to that platform.

So that means that the range of platforms you can ship to is the intersection of of the platforms supported by of the plugins you have installed!

Rather problematic in my opinion. I really enjoyed the project-level plugin system for its greater independence and less dependencies like .

I can include HTML5 packaged builds with future updates, but it will increase the distributable size by

Really the answer here is bananas + C++ programmers to recompile for your target platform.

I have a phrase, “Always Check Your Pointers!”

More info here:

Entry Level Guide to UE4 C++
https://wiki.unrealengine.com/Entry_Level_Guide_to_UE4_C%2B%2B

:slight_smile: