I am trying to use a plugin ( Release VaRest 1.1-rc9 · ufna/VaRest · GitHub ) that was compiled for UE 4.9; my project is done in UE 4.11. When I try to open the project, it treis to rebuild the plugin, but it fails and it tells me to rebuild it manually.
Question is, how can I build a plugin? I tried following the documentation (Plugins in Unreal Engine | Unreal Engine 5.1 Documentation ), but I’m stuck at point 3: Rebuild your C++ project files … how to do that? The documentation is not really clear about this…
If I try with csc (using a command line like
csc /t:library /out:VaRestPlugin.dll VaRestPlugin.Build.cs,
I get as a response:
VaRestPlugin.Build.cs(7,30): error CS0246: The type or namespace name 'ModuleRules' could not be found (are you missing a using directive or an assembly reference?)
How do I specify the assembly reference? If I try with something like
csc /t:library /r:ModuleRules.dll /out:VaRestPlugin.dll VaRestPlugin.Build.cs
of course I get as a response
error CS0006: Metadata file 'ModuleRules.dll' could not be found
If I try instead to import the project into Visual Studio, of course it cannot find the includes like Engine.h, CoreUObject.h, etc.
Also, reading the Build.cs of that particular plugin, I’ve seen that it’s getting a ThirdPartyPath:
private string ThirdPartyPath
{
    get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); }
}
I see that there are a lot of ThirdParty subdirectories under the Engine directory. Which one is the correct one? Do that means that I have to put the plugin somewhere inside the Engine directory, in order to manually build it?
