I’ve been developing plugins for UE 5.4 since few months ago and i’d like to achieve a way to:
A. Create a Plugin (c++ icluded) into a project “dedicated to plugin developement”
B. pack it and push into UE5.4/plugins/marketplace folder, so other projects can use the same plugin easily
C. Update my plugin after using the developement project, repack it and push it again into maketplace folder.
I don’t know if it’s the right way honestly. What happens is that the marketplace version of the plugin overrides the one stored into the develpement project, so edit the plugin doesn’t work, and it get a mess.
Eventhough i remove the plugin folder from the marketplace one, so i can force the developement project to use its version of the plugin (the one not packed), it seems I should delete intermediate and binaries folders in both plugin and project folders, in order to force Unreal to recompile the plugin using the correct version (the project one i mean).
Is this the “standard” and correct version? should it be easier and more straight? it seems annoyng, time wasting and complicated to me. Should i follow a different workflow?
Thanks in advance for any help.
It doesn’t seem very likely that anyone on these forums will be of any help. Since Epic has broken the usage and updating of plugins with the release of 5.7
Outdated plugins for older versions of the engine are being let go and are no longer usable. Even if they were paid for. Thanks to the removal of backwards compatibility in the Epic Launcher installer.
Hi EN6A6E, thanks for the reply. I didn’t know the issue with 5.7, due the fact I still work with 5.4. I’m planning a future update to 5.6, I’d like to wait for 5.7 till it gets more stable and tested. But still I don’t know if the workflow i’m using is correct or not, and if yes, what i’m missing to make it flowless as it should be, any idea?
Btw, what are they planning for UE 5.7 instead of plugins? or have they broken the plugin system and they are working on making it back?
They’re not getting rid of plugins. I was more making a complaint due to how buggy it’s acting and the changes that have broken a bit in 5.7 where plugins are concerned. It wasn’t allowing me to add anything to my project yesterday. I have a download going on in the background. Hopefully it works.
Would removing the Fab plugin from the launcher help prevent the update from happening? I haven’t needed to use many plugins but if it’s automatically trying to replace files from the marketplace then try to disable the marketplace. I don’t see any options from the Fab plugin otherwise. Even having a separate engine install without a marketplace plugin might work.
I’m not sure if this is related to your question:
As for uploading it in 5.4, it’s better to publish in the latest versions of the engine since Epic’s guidelines only allow support and compiling for the latest 3 versions of the engine.