Let’s say you have a plug-in that is set to be EnabledByDefault=true. Let take the case that the plug-in that is in your game directory has been compiled in 4.6 and your game is up to date on 4.7.
The editor warns you that the plug-in is not up to date and you can choice to compile or “cancel”.
If you are not a developper, you can’t compile because the tool are installed so this is not a choice, so you click on “Cancel” and then the editor close.
In my opinion, when a Plug-in can’t be loaded for any reason, it’s great to have a message to warn the user (like the one you did) but it should not prevent the editor to be launched.
I understand that warning can be raised if you are using stuff from this plug-in in your map or something else, but it should be the user to decide to continue or not.
As of today, the user must edit the Uplugin file or it’s UProject to remove the plug-in loading attributes to bypass this issue.
I m not blocked as I can set it to not load by default.
it something that need to be adressed but not a blocking issue as there is a workaround.
If you need more information to reproduce the issue please ask.
Thanks
That’s good feedback, thank you. The user experience for using plugins isn’t anywhere near what we want to be yet, which is why we don’t promote it heavily. I’ll add a task to make sure we improve this in a future release.