I’m currently creating a plugin with basic player functions (health, thirst, hunger, level systems etc… etc…) for the marketplace using c++
However I made the whole system using blueprints first, so when I comes to writing the code minimal testing has to be done.
The whole blueprint verison has been fully setup and work has started on the c++ version (happy days!)
When I made my plugin I noticed a “content only” option, I assume that means no c++ classes, obviously that’s useless for my c++ plugin.
does this mean you can make and release a blueprint (blueprints only) plugin for the marketplace?
I’m a bit confused cause it states “code plugin” on the catagorys, so I’m unsure if the blueprint verison would get accepted on the marketplace
It’ll be nice to have both on there for visual scripters and c++ scripters.
I know I can add the blueprint version as a template project, but all it is, is a actor component and a few structs. Seems pointless turning that into a template project.
Hi, So I found a solution for this. I tested it on Unreal 4.25 and VS 2019.
First start your project, Right click in content browser and create a “New C++ Class”. then select GameModeBase and make it public, after this Visual studio should run. then if you want to make a plugin you should see all of them.
This doesn’t answer my question. Please read my post correctly.
@Wobbleyheadedbob
This link contains no information of epics stand on the situation and only says about packaging a plugin for the marketplace.
@Raymon7n
I honestly have no idea what your talking about…? I have no issues with any of my classes. I’m asking for information on marketplace plugins…
let me clear this up.
Will my content ONLY plugin be accepted on the marketplace even though it doesn’t contain any code.
In the categories on the unreal engine marketplace it states “code plugins” but nothing about “content plugins” so when I list my content only plugin do I list it as a blueprint or a plugin?
Hey I just got my plugin rejected because it was content-only.
This is weird because recently it was made possible to package content only plugins, straight from the binary launcher version of unreal! I assume this was to strengthen the blueprint and marketplace ecosystem.
I think the marketplace guidelines need modernizing, for cases like this.
So instead of offering an incredibly portable plugin, that anyone can drop into their projects to access a killer suite of BP nodes, functions, structs, enums and BP classes… I will be offering an asset pack that people HAVE to add to a project through the launcher.
@CYB
I know what @Raymon7n wrote sounds (reads) weird, but have come to a somehow similar solution if I understood well what he wrote. So, here it is, try it before you reply it’s not related. It’s weird, but it works:
I had created a BP solution, and when I came to create a plugin, I was left with the only solution to create a “Content plugin” :/.
I then proceed as @Raymon7n suggested. I created a dummy C++ class, was then ask to quit the editor, compile the project with visual to launch the editor. Then went back to plugins creation to find out that all of a sudden, a lot of kind of plugins have appeared, including library, third party, … This operation unlocked hidden plugins type. Please, don’t tell us it’s weird or unrelated. I know it’s weird, but it works. I think @Raymon7n did not bother explain in details because obvously you didn’t even try.
So, I’m telling for those who are looking to find a solution and willing to try: It worked for me - Try it