Hi everyone,
I’m encountering an issue with my Unreal Engine project where a custom C++ plugin I created for license management (exposed to Blueprints) behaves differently between Editor mode and a packaged build.
- In Editor mode, everything works perfectly.
- In a packaged build (both Shipping and Development), most of the plugin’s functionality works, but error handling behaves incorrectly:
- When an invalid license key is entered, it is correctly identified as
"Invalid License Key"
in the Editor. - However, in the packaged build, the same invalid key results in an “Unknown Error” message instead.
- The plugin still appears to be included, as most other functionalities are working.
- When an invalid license key is entered, it is correctly identified as
I tested the same plugin in a blank project and it works perfectly, even in a packaged build.
My main project is large and version-controlled, so restarting from scratch is not really feasible.
Since the plugin is included and mostly functional, I suspect a difference in packaging settings, build configurations, conflict between plugins, or dependency handling between the two projects.
Does anyone have any idea what could cause this? Are there specific Unreal Engine packaging settings that might strip or alter how plugin works?
Happy to share part of the plugin or some files if it helps.
Thanks in advance!