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
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.
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
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!
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
2026 this method still works. Thanks Uncle Unreal! Its like some one from Epic should hire this guy. cough cough*