❀ DoN's Dynamic Mesh Effects ❀

Hey, sorry to bother you again but, seems rebuilding a plugin in the launcher version of the engine is not really doable. There seems to be no way to rebuild the plugin after making the changes and I don’t intend on using an engine built from source on this. I tried the hackish way of putting it directly into the game folder and putting it back, and also deleting the intermediate and binary folders to try to trigger it to auto rebuild while it was still in the engine folders. But it needs to be rebuilt manually which I don’t think is allowed in launcher version of engine? I mean used to all the time on projects I used to run on compiled from source, but doesn’t seem doable in the launcher version.

Any solutions to be had? Anyway you could expose that variable by default to the editor maybe? Seems the sort of thing that should be toggled on and off, especially since printing eats resources when you are using your editor tools to optimize. I was also wondering, does it trying to interact with materials that aren’t setup eat up gamethread? Kind of a side question out of left field lol… sorry… figured while I was here.

Any solutions though would be welcomed, I haven’t tried the UAT batch tool but others who have tried it who had the same issue with other stuff said it didn’t work. Thanks.