So a while back I started working on a plugin that I wanted to post on FAB. The plugin is supposed to be easy to use and implement and should work in Blueprint-only projects projects as well as C++ ones, but since coding isn’t required (apart from blueprinting of course), I wanted compatibility with both.
The issue is, that when I package it or build it using a command, it always only gives me UnrealEditor files in the Binaries folder. The code does contain some editor-only content, but I have made sure that all of that has #if-statements around it and the build.cs.
What I expect is Binaries that work for both during the editor and runtime. It works during Editor, but when I package my Blueprint-only test project (which is empty except for that is has a map, and the level blueprint has my custom nodes in there), it always tells me that the plugin is missing, I expect this to be because the only Binaries my plugin makes, are Editor ones.
I have done quite a bit of research but cannot find the answer, hence, the forum post here.
Yes I do have my .uplugin set to runtime, it also is set to enabled in my project.
I believe @YuriNK is right. After doing some more research, it appears that as long as my build.cs, even when wrapped in the if (Target.bBuildEditor), and my cpp and h files include editor-only headers it just won’t compile a runtime-only dll which I need.
Was hoping this wouldn’t be the issue, but I suppose it is time to split up the entire plugin.
Thanks to everyone who responded, I will go work on this for a good while, hope that it will be more obvious and easier to find this answer because I had a hard time finding the exact cause
Alright nevermind. I split up my editor and runtime modules and made sure that the runtime one does not have anything in the build.cs related to editor-only modules and it still doesnt work.