Hello everyone,
I am looking for a way to add a plug-in from a network share or local disk outside the project/build structure. Why? We are creating dynamic content as pure content plug-ins and need to be able to load the plug-in into an already running runtime application. As the data is quite large, copying it to the plug-ins folder is not expedient.
I was hoping to use IPluginManager::MountExplicitlyLoadedPlugin_FromFileName | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com) but stepping trough the code I’m under the impression that it does not allow for content “outside” the actual project or build.
Any advice would be highly appreciated.