Compile required if using built-in plugins when deving for iPhone?

As far as I know plug-ins require an XCode/iOS compile even when developing with blueprints only. Does this apply to the built-in plugins as well?

If there’s a need to be specific, currently I’m looking at using the Blueprint Analytics Library.


I believe so, I’ve compiled to iPads from Windows Unreal but as soon as there’s a plugin related then it requires an iOS machine with XCode to build, I had to disable ARKit in a scene (I wasn’t using it, just had it enabled accidentally) in order to launch to the iPad.

Only Third-Party plugins require Xcode.

Compiling is also required if you want to disable any of the default plugins, like the Android Runtime Permissions and media player.