Community Tutorial: Compiling a plugin for a new engine version

Learn how to compile a plugin for a new source engine version without opening your engine source build.

https://dev.epicgames.com/community/learning/tutorials/0RG4/unreal-engine-compiling-a-plugin-for-a-new-engine-version

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Thanks for the tips!

I just wanted to add that I could not build a plugin at first and noticed warnings/errors related to the Visual Studio version. The batch file eventually executes “UnrealBuildTool.exe” with the parameter " -2017", causing “ERROR: Visual Studio 2017 must be installed in order to build this target.” (I have VS 2022 installed). From reading other threads I figured out I had to add the parameter “-VS2019” when invoking RunUAT.bat, which solved this issue.

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Oh â– â– â– â– . Please add a warning to use an empty directory for the output. I just deleted everything on my desktop. â– â– â– â– 
Also, the powershell and terminal will need

.\RunUAT.bat BuildPlugin -plugin="PATH\TO\PLUGIN\MyPlugin.uplugin -package=“MY\NEW\PATH” -TargetPlatforms=Win64

to run the command

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Does that mean there is a way to include a UBT build script in a plugin to use when there is a custom engine? Or is it expected that the end user do this themselves to save time?

I just wanted to give a quick heads-up. I noticed that there’s a small syntax error in the command provided. Specifically, the -plugin argument is missing a closing quotation mark.

Here’s the corrected version:

RunUAT.bat BuildPlugin -plugin="PATH\TO\PLUGIN\MyPlugin.uplugin" -package="MY\NEW\PATH" -TargetPlatforms=Win64

Thanks for the great guide, and I hope this helps someone else avoid a little confusion!

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Thank you !
It’s amazing it’s gone this long without someone pointing it out. I’ve edited the tutorial to support this change. Thanks again

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