Is it possible to use the Gameplay Abilities Plugin in UE4 4.19.2?

Hi!
First of all: I know this plugin is unsupported, but I know many of you are using it. I want to give it a try.

Now, my problem is that I’m following the wiki (Unreal Wiki) and, when I restart the editor to enable the plugin, I get this error

Plugin ‘GameplayAbilities’ (referenced via GameplayAbilities.uproject) does not contain the ‘GameplayAbilities’ module, but lists it in ‘C:\Program Files\Epic Games\UE_4.19\Engine\Plugins\Runtime\GameplayAbilities\GameplayAbilities.uplugin’.

I’m trying to fix this problem, but I’m bit lost in how to interpret that error.
My .uproject file looks like this

{
	"FileVersion": 3,
	"EngineAssociation": "4.19",
	"Category": "",
	"Description": "",
	"Modules": [
		{
			"Name": "GameplayAbilities",
			"Type": "Runtime",
			"LoadingPhase": "Default"
		}
	],
	"Plugins": [
		{
			"Name": "GameplayAbilities",
			"Enabled": true
		}
	]
}

Then, if I take a peek into that GameplayAbilities.uplugin file, it looks like this

{
	"FileVersion" : 3,
	"Version" : 1,
	"VersionName" : "0.1",
	"FriendlyName" : "Gameplay Abilities",
	"Description" : "[UNSUPPORTED] Adds GameplayEffect and GameplayAbility classes to handle complicated gameplay interactions.",
	"Category" : "Gameplay",
	"CreatedBy" : "Epic Games, Inc.",
	"CreatedByURL" : "http://epicgames.com",
	"DocsURL" : "",
	"MarketplaceURL" : "",
	"SupportURL" : "",
	"EnabledByDefault" : false,
	"CanContainContent" : false,
	"IsBetaVersion" : true,
	"Installed" : false,
	"Modules" :
	[
		{
			"Name" : "GameplayAbilities",
			"Type" : "Runtime",
			"LoadingPhase" : "PreDefault"
		},
		{
			"Name" : "GameplayAbilitiesEditor",
			"Type" : "Developer",
			"LoadingPhase" : "PreDefault"
		}
	],
	"Plugins": [
		{
			"Name": "GameplayTagsEditor",
			"Enabled": true
		}
	]

}

At first I thougt the problem was that I was missing the module name into the Build.cs file. I added it but the problem persists

public class GameplayAbilities : ModuleRules
{
	public GameplayAbilities(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "GameplayAbilities" });
	}
}

So, at this point I don’t know if I’m missing something somewhere or if that the info displayed in the uproject file is wrong.

Can anyone throw some light here please?
Much appreciated.

Cheers!

Hi!
I solved my problem.
It was caused by the stupidest thing ever: my project’s name was GameplayAbilities. As soon as I changed the project’s name to GameplayAbilitiesTut, problem solved. Epic facepalm.
I guess the build machine was looking for paths and getting uber confused.

Cheers everyone!