Downloading 3rd Party Plugins from Fab in Linux

I have purchased plugins that have been migrated over to Fab. I am on Linux and have downloaded the new Fab plugin and added it for the Linux build. In the Editor, I can browse Fab and add content that I have purchased except for the plugins. They need to be added to the engine just like the Fab plugin. There is no option to download or add 3rd party plugins in the Fab implementation in the Editor. If I choose Edit > Plugins and click on Add, I should be able to choose a 3rd party plugin that I have purchased from Fab. There is no Vault with the Linux build to look at purchased plugins to add. Currently, I can only choose Built-in plugins with the Linux build UE 5.4.4.

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At least we have a working plugin, unlike former Bridge…
Please Epic, could you build plugins for Linux ? We need them, you know. And having to find a windows machine that can download and Unreal Engine to download a Windows version of a plugin that we will then build on our Linux … Don’t you think it’s not exactly a great user experience ?

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Could you please tell me where did you downloaded the plugin? I only have the epic launcher installed through lutris to download the assets and the native binaries of UE5 for linux, I can’t download the fab plugin 'cause the launcher can’t recognize the Linux build of UE.

Instead of using Lutris, download the Unreal Engine for Linux and the Fab plugin from the official Unreal Engine for Linux download page.

And use Epic Assets Manager for your asset (compatible)

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I honestly just don’t get how they can completely ignore the very existence of Linux users. Why not simply allow the option to download from the website? Why not allow the FAB plugin to also install plugins? Does anybody know why they do this?

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Assets can be added. Plugins have to be compiled into the engine. The plugin I am having problems with had Windows and Mac builds but not Linux. This has more to do with the plugin developer and not Epic. It is just a pain in trying to get VSCode set up to compile it because I am short on time. I’m not sure of a quick way. My initial post was more of having a Vault in Linux as they do in Windows and Mac. It would probably be faster to install Windows than troubleshoot all of this, but that would defeat the whole purpose of not wanting to use Windows.

Installing plugins in UE under Linux is as simple as copy the plugin’s folder into the ā€œPluginsā€ directory and run ā€˜make’ command. The problem is how to get the actual plugin’s (or 3D models for that matter) files if you don’t have a Windows machine…
EDIT: This could be done via epic_asset_manager, but it doesn’t support FAB

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Assets and models that I have bought previously can be imported into a project with the Fab plugin. Just go to your Content Browser and look for the Fab tab, then find your asset and hit import.

I’ll take a look at importing plugin from previous project and manually add it to mine and see if ā€˜make’ does the job. But, if I buy a new plugin, I won’t be able to add it with the Fab plugin and there’s no option to download it; it just has a Vault option and Linux doesn’t have a Vault.

make: *** No rule to make target 'CrashReportClient-Linux-Shipping', needed by 'RequiredTools'. Stop.

I knew it wouldn’t be as easy as it sounds. I opened the Makefile and see the list of RequiredTools but I know nothing about rules.

The plugin in question shows, but I can’t seem to compile it.

Usually I just move plugins to my project’s plugins folder and build the project from IDE. That builds the plugins as well. Download through Lutris, copy to project, build.

That’s what I did and it didn’t work.