I’m working on a group project and the team decided they wanted to use a bunch of plugins, but put all of those plugins within a folder in the Plugins folder.
Example structure:
ProjectName/Plugins/MasterPluginsFolder/PluginA/
ProjectName/Plugins/MasterPluginsFolder/PluginB/
…
Now we’re seeing an error after a change to one of the plugins, but only in this project. It compiles standalone. I’m curious if Unreal officially supports this kind of structure or if we’re just lucky? The documentation seems to suggest that it does not.
Hey @DevChagrins,
To my knowledge, Unreal’s expected folder structure does not support nested folders/plugins at this time. I have had a few projects break by accidentally nesting plugin folders myself.
I hope the above is the answer you are looking for!
It does! Thank you. Though it doesn’t necessarily satisfy my teammates. 
This is supported and I use it quite extensively. Keep in mind regardless of how deep your nesting is, inside of UE the Asset Path is still going to be the same.
For example both:
ProjectName/Plugins/AAA/MasterPluginsFolder/PluginA
ProjectName/Plugins/AAA/PluginA
will be referred to in engine as:
/PluginA
So for example an asset path that looks like.
ProjectName/Plugins/AAA/MasterPluginsFolder/PluginA/Content/Blueprints/BP_MyActor.uasset
ProjectName/Plugins/AAA/PluginA/Content/Blueprints/BP_MyActor.uasset
both can be referenced as:
/PluginA/Blueprints/BP_MyActor.BP_MyActor
This means that even if you move your plugin folder nesting, restarting your project everything should still be intact because the asset path that the engine uses hasn’t changed.