Hello,
We are trying to distribute a precompiled Unreal Engine plugin without source code and use it in a project that targets both:
- Android client builds
- Win64 Dedicated Server builds
The plugin is packaged using RunUAT BuildPlugin:
RunUAT.bat BuildPlugin ^
-Plugin="MyPlugin.uplugin" ^
-Package="OutputFolder" ^
-TargetPlatforms=Win64 ^
-Configuration=Shipping ^
-EditorConfig=DevelopmentEditor ^
-Rocket
The plugin module is configured as follows:
PrecompileForTargets = PrecompileTargetsType.Any;
bUsePrecompiled = true;
and the .uplugin contains:
{
"Name": "MyPlugin",
"Type": "Runtime",
"WhitelistTargets": [ "Game", "Server" ]
}
The packaged plugin works correctly in the Editor and for Game targets. However, when building a Dedicated Server target, Unreal Build Tool reports:
Missing precompiled manifest for 'MyPlugin'
After inspecting the packaged plugin, we noticed that BuildPlugin appears to generate precompiled artifacts for UnrealGame, but we do not see equivalent UnrealServer precompiled manifests.
Our questions are:
- Is RunUAT BuildPlugin expected to generate precompiled artifacts for Dedicated Server targets (UnrealServer)?
- If yes, what is the recommended configuration to ensure Server manifests (.precompiled files) are generated and included in the packaged plugin?
- If no, what is the recommended workflow for distributing a source-free plugin that must support both Game and Dedicated Server targets?
- Is there an official way to package a plugin so that it can be consumed by Server targets without requiring the original C++ source files?
We are using Unreal Engine 5.6.
Thank you for your help.
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