Disabled Plugin binaries in packaged builds

Hi,

We would like to know whether code plugins that are disabled but present in the codebase are excluded from the packaged builds or not.

Let’s say we have Plugin A in our codebase, Plugin A is not enabled in the .uproject, can we find anything related to plugin A in the final game executable ?

Thanks,

Simon

Hello!

The plugin should not get compiled in the runtime exes as long as it is explicitly disabled in the uproject. You can use the Analyze mode in UBT to generate the list of modules that are used by each target. It can be invoked by adding -mode=analyze to the UBT argument for any target.

`//Local native project, ie it shares the same root as the Engine folder
RunUBT.bat Custom56 Development Win64 -mode=analyze

//for a foreign project
RunUBT.bat ProjectName Development Win64 -mode=analyze -project=<FULL_PATH>\ProjectName.uproject`

The command generates a couple of files that contains the module dependency information so you can understand if and why a module is compiled in the specified target. The plain txt file is good enough for more purposes.

Regards,

MArtin

Thanks Martin!