Don’t know why our projects has to suffer because of the addition of new plugins in new updates that our specific game doesn’t need:
Simply packaging for windows show this window, when I have almost all plugins disabled:
Lot of warnings about some LeapMotionController plugin that i’m not using on my game, and it is supposedly disabled.
Yes I have this plugin disabled. I was trying to remove this and VR plugins that are making my mobile game bigger. I will try with a new clean project and let you know.
I was trying also packaging for windows to see better what get cooked when that warnings message showed up.
Later I have found this: The plugs dialog is accessed from the Edit menu. You will need to have a code project for changes to take effect since this will need to compile a new library without the code; enabled plugins are compiled into the same .so on Android and iOS. If you only have a content-only project (Blueprints and no C++), you can just add an empty class to make it a code project.
My concern is that you can’t actually disable and complete remove any plugin with blueprint projects.
I have submitted this to as: UE-20850. If you come across any type of work around, please post that information as a reply to this, so we can inform our Developers of that information.