I need to compile Unreal Engine from source because I need dedicated servers. Is it possible to add pre-compiled code plugins from the marketplace to my source build? Assuming the release tag is the same. I will have 5.1.2 launcher build installed on my computer at the same time as I build 5.1.2 from source. Can I simply copy and paste the plugin folder located in my launcher build’s engine/plugins folder, into the engine/plugins folder of my source build and it will work? Or would I have to recompile my source build every single time I add or update a code plugin from the marketplace?
Hi timi707,
I’m not positive, but my guess is that if you add marketplace plugins, they will build - but only the plugins, not your engine source base. I could be wrong - the binary build of the marketplace ones may just work out of the box, but you should be safe regarding the engine source not building each time.
All market place plugins are in Engine/Plugins/Marketplace folder of your client engine.
Just copy the one you need to your project’s “Plugins” folder. (If you have not, create one). That project can be client or source code.
Just be careful that plugin’s version. If publisher of plugin exposed source, you will be fine. You can open 5.1 on 5.2. But if they just gave binaries, you can’t use them on different engine versions.
So, always keep both source code and client version on your PC.
ok thanks, so you mean it would be easier to put the downloaded plugin binaries into the unreal project’s engine/plugins folder, rather than the unreal engine’s plugin folder? Because I will have both a unreal engine launcher build and an unreal engine source build on my computer, the source build built with the exact same release tag corresponding to the launcher build, and I intend to open and work on the unreal engine project with both (basically only using the source built engine when I need to make a dedicated server).
Hey, I know this is an old thread but I see your advice everywhere I look.
I have tried doing this and when my team members that don’t use Visual Studio try to open the project, they get this error:
Plugin ‘UnityVersionControl’ failed to load because module ‘UnityVersionControl’ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.
Can someone tell me why that happens? It works when I open the project with Visual Studio.
what error says one module is missing from that plugin. are you using source UE?
you could try to go to engine/plugins/developer/PlasticSourceControl/Binaries/Win64 and see if it looks like this
Sor source engine you could try to build whole solution, that should the build missing modules and plugins.
If you are using release version try to go to your epic launcher and in your engine version you are using select and the Verify hope this will help.
Thank you both! I seem to have solved the issue by building our custom UE with the plugin instead of distributing it with the project. In the future I would like to try to distribute it with the project again but for now it will suffice.
So the issue happened again after working on the game in debug game configuration and checking in binaries.
After switching back to development editor config, compiling and checking in binaries, it was gone.
Has this been my problem all this time? Is this a thing?