I’ve done a horrible mistake of writing a C++ plugin for UE4 before knowing how UE4 plugins actually work. I assumed I will first simply write it as a regular project C++ class and turn it into a plugin afterwards. I’ve spent last 3 months writing the plugin, and it’s now almost done, but it appears that the act of turning it into a plugin is a more challenging project than the plugin itself. I’ve just started to read how C++ plugins for UE4 are made and I have absolutely no clue how to pull it off.
There seems to be some vague poor documentation on how to create a blank plugin, but absolutely no info how to transfer already existing C++ class into a plugin form. After googling around and finding many obscure threads, I am in fact even more confused and even more clueless then I was when I began researching it. People are suggesting really confusing workarounds of shuffling the files around, renaming then, copypasting their contents, etc…
There seems to be some overcomplicated concept of modules I probably don’t even need for my simple plugin which is just one actor class and one component class, yet I really have no idea how to get over that either.
There must be some right way to do it… or?