C++ Plugin Rejected Because of Binaries Folder – How Do You Support Blueprint-Only Users?

Hi everyone,

I recently created a simple Unreal Engine plugin using C++ and submitted it to Fab for review.

However, it was rejected, and the feedback said that I need to remove the Binaries folder from the submission.

My concern is this:

If I remove the Binaries folder, Blueprint-only users will be forced to compile the plugin themselves, which means they’ll need Visual Studio / Build Tools installed.

Since my plugin is intended to be usable by BP-only users, I’m worried this significantly hurts accessibility and user experience.

So I’m wondering:

  • Is this a common situation for Fab plugin developers?

  • How do you usually handle this?

  • Do you simply ship without binaries and rely on users to compile?

  • Or do you provide separate BP-only versions, or some kind of workaround?

  • Have you received similar feedback from Fab review, and how did you resolve it?

I’d really appreciate hearing how others approached this, especially if you’re targeting non-programmer users.

Thanks in advance!