Hi! When I start my project I get a little dialog window at the bottom right that says somehting about managing plugins. But when I click it nothing happens and I can’t find any plugin window anywhere in the editor.
I was wondering what that was about, too. I was wondering if it was related to us having to edit the uplugin file for our old projects if we want to enable Asset Reflection. Like, does Asset Reflection count as a “plugin”? I was thinking maybe it would give me an option to somehow add it through a manager window instead of manually writing it into the file, but I clicked the window and got nothing, like you did. How to "edit the .uplugin file" to enable Asset Reflection in pre v26.00 projects? - #11 by Fresnella
Actually I don’t remember if that was what stopped the window haha. I just opened UEFN rn to check, and I don’t see the window anymore, so maybe? I wonder if I missed other uplugin updates I should have been doing. I should compare the file in brand new project to my super old ones.
It’s a new UEFN feature where you can expose your custom meshes and textures in your game to Verse so that you can use them in your code. It’s pretty cool! Exposing Assets in UEFN to Verse
Not sure how to help with your mirror problem though