Community Tutorial: Guide to Building and Packaging Unreal Engine Plugins

This advanced tutorial shows you how to rebuild Unreal Engine plugins using in-editor, Visual Studio, and command-line methods with a custom engine version. It also explains how to package your final build for upload to Fab, ensuring a clean and compliant submission for Epic’s asset marketplace.

https://dev.epicgames.com/community/learning/tutorials/Y4yO/epic-games-store-fab-guide-to-building-and-packaging-unreal-engine-plugins

**Manual Packaging:** Alternatively, compress your cleaned plugin folder into a ZIP file. Make sure the ZIP contains the .upluginfile at its root along with theSource(and optionally, aContent folder) and your documentation.
So does this mean my folder structure should look like this: MyPlugin.zip->MyPlugin->Source,Content & .UPlugin
Or MyPlugin.zip->Source,Content & .UPlugin
And thank you for the guide I really needed it.

The correct structure for packaging your Unreal Engine plugin is to include the .uplugin file, the Source folder (and optionally the Content folder and documentation) directly at the root of your ZIP file. In other words, when someone extracts your MyPlugin.zip, they should immediately see the .uplugin file and the necessary folders not a parent folder named MyPlugin.

Furthermore, if you’re submitting to the Marketplace (FAB), make sure your .uplugin file includes your FabURL. And don’t forget to add the copyright information on the very first line, a single-line copyright with your name, year, and “All rights reserved” is expected. As a workaround, I also include a multiline copyright section afterward for additional details :sweat_smile:.

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