In Part 1, we configured custom Game Feature templates using Project Settings and explored how Unreal persists them in DefaultEngine.ini. However, we highlighted a critical limitation: project-relative template paths fail to resolve when the editor launches because Unreal evaluates template paths relative to the Engine installation directory.
In this second part, we will explore why this happens under the hood and build a dedicated C++ Editor Module to dynamically resolve project-relative template paths using IModularFeatures.
https://dev.epicgames.com/community/learning/tutorials/4b7E/unreal-engine-part-02-creating-custom-game-feature-plugin-templates-c