# How can I get a plugin to start on iOS device?

**URL:** <https://forums.unrealengine.com/t/how-can-i-get-a-plugin-to-start-on-ios-device/282021>\
**Category:** Plugins\
**Tags:** xcode, unreal-engine, iOS, Plugins, question\
**Created:** [April 29, 2014, 5:11pm UTC](https://forums.unrealengine.com/t/how-can-i-get-a-plugin-to-start-on-ios-device/282021 "2014-04-29T17:11:10Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Keewon\_Seo\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Keewon\_Seo\_1](https://forums.unrealengine.com/u/Keewon_Seo_1)\
**Post date:** [April 29, 2014, 5:11pm UTC](https://forums.unrealengine.com/t/how-can-i-get-a-plugin-to-start-on-ios-device/282021/1 "2014-04-29T17:11:10Z")

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Hello,

I’m developing custom game plugin with Xcode. It runs on editor, but doesn’t run on iOS device.

Followings are what I have done:

1. Copy BlankPlugin and changed name and contents to MyBlankPlugin.
2. Add log to StartupModule.
3. Make a dummy C++ FPS project (DummyGame) and build Editor.
4. Create a Plugins directory and put my plugin into it.
5. Enable plugin.
6. Add following statement to DummyGame.Target.cs : AdditionalPlugins.AddRange(new string[] { “MyBlankPlugin” }); to build plugin for IOS. “MyBlankPlugin/Binaries/IOS/MyBlankPlugin-Static.a” is built.

Finally I can see startup log of MyBlankPlugin on Editor.  
But when I launch DummyGame on my iOS Device, plugin doesn’t start at all.

Please let me know what I missed or how I can fix it. Current engine ver. is 4.1.0.  
Thanks in advance 🙂

[EDIT] I set my uplugin file like this:  
{ “Name” : “MyBlankPlugin”, “Type” : “Runtime”,“LoadingPhase” : “PreDefault” }

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**Author:** ![Ravlek](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ravlek](https://forums.unrealengine.com/u/Ravlek)\
**Post date:** [May 9, 2014, 8:14pm UTC](https://forums.unrealengine.com/t/how-can-i-get-a-plugin-to-start-on-ios-device/282021/2 "2014-05-09T20:14:21Z")

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I see in step 5 you enabled the plugin. In that step, did you add +EnabledPlugins=“MyBlankPlugin” to the [Plugins] section?

The UdpMessaging plugin is known to work with iOS games, so that might be a good plugin to model after.

-Pete

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**Author:** ![Keewon\_Seo\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Keewon\_Seo\_1](https://forums.unrealengine.com/u/Keewon_Seo_1)\
**Post date:** [May 9, 2014, 10:26pm UTC](https://forums.unrealengine.com/t/how-can-i-get-a-plugin-to-start-on-ios-device/282021/3 "2014-05-09T22:26:08Z")

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Thanks for the comment! Which file should I put it in? I didn’t find a guide from anywhere.

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**Author:** ![Ravlek](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ravlek](https://forums.unrealengine.com/u/Ravlek)\
**Post date:** [May 9, 2014, 10:28pm UTC](https://forums.unrealengine.com/t/how-can-i-get-a-plugin-to-start-on-ios-device/282021/4 "2014-05-09T22:28:08Z")

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The [Plugins] section of Engine.ini or Game.ini. Probably better to add it to the Game.ini of your dummy game. So in DummyGame/Config/DefaultEngine.ini or DefaultGame.ini

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<div class="post-metadata">

**Author:** ![Keewon\_Seo\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Keewon\_Seo\_1](https://forums.unrealengine.com/u/Keewon_Seo_1)\
**Post date:** [May 9, 2014, 10:51pm UTC](https://forums.unrealengine.com/t/how-can-i-get-a-plugin-to-start-on-ios-device/282021/5 "2014-05-09T22:51:39Z")

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Thank you! I’ll try it.

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**Author:** ![Keewon\_Seo\_1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Keewon\_Seo\_1](https://forums.unrealengine.com/u/Keewon_Seo_1)\
**Post date:** [May 9, 2014, 11:28pm UTC](https://forums.unrealengine.com/t/how-can-i-get-a-plugin-to-start-on-ios-device/282021/6 "2014-05-09T23:28:23Z")

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I just tested, and found DummyGame/Config/DefaultEngine.ini worked. But DefaultGame.ini didn’t work. Thanks again!
