This tutorial not really overriding the plugin, instead it create copy of a plugin with rename in to project directory and run it as a project plugin, allowing you to modify plugin code without modifying one in engine source code. This method is only OK if you plan if modifcation are only for specific project (you free to modify engine source code for game project), but you can not redistribute it alone (aside of secured GitHub engine source code fork), so it not suitable for unreal marketplace.
Plugin it self needs a overriding function like that, if it does not i can not be overrided.
Thank you. I got that what should I do.
My purpose is that override that plugin because I found a bug in virtual camera project from EpicGamelearning.
I know where is the bug.
Can I change the plugin without impact to created project from EpicGameLuncher learning?
Is that easy?
I want to know If I create copy plugin from Engine and when how much take to impact already created project.
In other words, Can we replace Engine plugin to the project plugin?
I guess that impossible. What do you think?
Then modify engine plugin directly, if you use launcher version you can try building plugin as a project plugin WITHOUT renameing and them move compiled binaries to enigne’s plugin directory, i seen somebody doing that with my plugin and it works.
If you got a fix for bug then consider submitingpull request for it on GitHub.