Hey folks
I’m trying to find a way to enable plugins at build time without modifying files on disk prior to running the build commands, and I’m struggling to find a way to do that
Background, we build using RunUAT.bat BuildCookRun - we’re not using BuildGraph
I did find that UBT has an EnablePlugin arg, which I’ve included in our UAT command, but that doesn’t do what I want really, that does compile and link against the modules within the plugin, but it skips the step that copies the dependent frameworks, so it just crashes on launch with a library loading error on iOS
Is there a way to do this that I’m just missing?
For context on why:
We’re using PlayTestCloud to do mobile some mobile testing, they have an SDK which blocks access to the build on launch until you login with your PlaytestCloud credentials.
So I’m trying to set up a build pipeline which enables that plugin through command line arguments when we’re making a build to distribute to that platform, because I don’t want the library included otherwise (since it blocks access to the build)
What’s the right approach to doing this in Unreal Engine?
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