Repro steps:
Create a plugin and game source that runs the following:
FParse::Param(FCommandLine::Get(), TEXT(“something”)
as a normal c++ file part of the project this works fine.
as part of a plugin, it fails silently.
is this as designed?
Repro steps:
Create a plugin and game source that runs the following:
FParse::Param(FCommandLine::Get(), TEXT(“something”)
as a normal c++ file part of the project this works fine.
as part of a plugin, it fails silently.
is this as designed?
Just to add:
Seems to work in the editor.
Does not work in a packaged build, both as an Engine plugin and as a Project plugin.
LogLinker:Warning: CreateImport: Failed to load Outer for resource is usually printed out in the log for the packaged build.
“Plugin works in editor buy not packaged build”
Well this is frustrating.
The UPLUGIN was marked as “Developer” and needed to be “Runtime” to work in a packaged build.
My package settings are set to “Developing” but I’m going to guess that’s unrelated.
Also the plugin manager does not allow you to change the plugin type, nor does the wizard when creating the plugin. this needs to be made much more obvious!!
Maybe the Log should also warn to check if you are running a developer only node during runtime, instead of just failing to load the resource???
Hope this helps someone else.
Hi BW6ense,
I am glad to hear that you were able to get past this issue. Newly created plugins are currently set to be “Developer” plugins instead of “Runtime” by default. A request was entered a little while ago to have Blueprint Library plugins default to Runtime instead (UE-38822). It looks as though this request may result in a closer look at the new plugin creation wizard to see how the process of creating a new plugin can be improved. Unfortunately there is no timeframe for when this will occur.