#Building Plugin For Public Release Engine
“What would the steps be to move my plugin source and build in the other tree?”
Well hmmm, you can’t build the public release engine, so your plugin code needs to be moved to the project-level!
This shouldn’t be an issue though!
My Vertex Snap plugin is entirely a in-editor plugin, but I build and distribute it to people at the project-level.
Are you modifying any Engine files? If yes, then every client needs a custom UE4 Git build.
If you are not modifying the Engine, follow these steps
a. move that dll that your plugin depends on to the Release version of the engine/Binaries/Win64/ as you did for github version
b. Make a C++ project in the public release 4.6.1, third person template.
c. Add a folder to this project called “Plugins”
d. Move your plugin code over to this directory.
e. Compile this project
f. See my original post/questions/progressive steps to test whether it worked
I use my Editor plugin, compiled at the project level, all the time! You should be set as long as you are not modifying Engine files, and only need that .dll you mentioned
Clients should just add your plugin to their own projects at the project level.