Issue building a plugin using RunUAT.bat

Hello,

When developing an engine plugin, I use “RunUAT BuildPlugin -plugin=”

Sorry, msg got chewed up …
When developing an engine plugin, I use “RunUAT BuildPlugin -plugin=“my_plugin.uplugin” -targetPlatforms=Win64 -package"temp_dir”

I have another engine plugin depending on this one.
Build tool errors out with “engine plugin cannot depend on game plugin”. This appears to be a bug - how to workaround? (UE 4.19)

Okay, I found this dumb solution:

  1. PluginA depends on PluginB (PluginA’s .cs file includes PluginB)
  2. Delete PluginA
  3. RunUAT … for PluginB - this will now work, because PluginA was deletes
  4. Re-include PluginA and re-compile it