In real simple terms, I downloaded an asset from the marketplace. This asset has a UE_LOG hardcoded which ends up flooding my logs and it also has some other hardcoded things I would like to change. If I comment it out it and recompile, it changes nothing. If I comment out the constructor it changes nothing. I can’t figure out how to recompile this asset. I would love to keep the asset linked to the marketplace so that I can keep it updated, but at this point I am fine disconnecting it if that is an option.
You can’t make source changes and also sync it with the marketplace. When you use a launcher build of the engine, plugins in the engine folder are prebuilt.
The easiest approach is to copy the plugin folder (from Engine/Plugins/Marketplace) and put in in YourProject/Plugins. This will require your project to be a C++ project though, so if it’s not already you’ll need to first add some dummy C++ class to the project. Once you have the plugin within the project folder hierarchy, it should be rebuilt with the project. You may need to uninstall the marketplace plugin after copying it, I’m not sure if the build system can deal with the same plugin in two places.
So I have gone through and did the following:
- Made a copy of the plugin from Engine/Plugins/Marketplace
- Made a new project
- Added the plugin in the Project/Plugins folder
- Plugin works
I still can’t edit code and have it compile. I can delete the constructor and I get no errors in the logs.
Have you made sure your project is a C++ project? (“Add code to project” option from the menu in the editor).
Then to be sure, delete any Binaries folder from /YourProject, and also from /YourProject/Plugins/PluginName, and also remove the plugin from the engine plugins directory (you can just paste it back in afterwards if you need to).
Of course, you’ll need Visual Studio (or whatever UE4-compatible compiler exists for your OS) installed in order to do this.
Removing the binaries got it to work. Thank you so much!
Still relevant with UE 5.4! Thank you!