To explain what my issue is, I’m working o a plugin sharing solution for my projects and I’m currently toying with the idea of building the plugins using the Unreal Build Tool and storing them somewhere on disk, and then copying those built plugins in the Plugins directory of the project that uses them. The issue I’m running into is that the UBT when I go to build the consuming project thinks the prebuilt binaries are out of date and need a rebuild.
I know that there’s the bUsePrecompiled
flag, but that’s not exactly what I’m looking for here, as I want to be able to rebuild the binaries if one of the source files changes for whatever reason.
Is there a way to package the build information within the plugin so that it knows the plugin’s binaries match the source files that are packaged with it? Clearly the UBT stores this information somewhere, but is this information stored in a location that I can package itself?