# New way of working of developing plugins

**URL:** <https://forums.unrealengine.com/t/new-way-of-working-of-developing-plugins/333444>\
**Category:** Plugins\
**Tags:** unreal-engine, Plugins, Visual-Studio, UE4, CPP, question\
**Created:** [September 26, 2015, 10:50am UTC](https://forums.unrealengine.com/t/new-way-of-working-of-developing-plugins/333444 "2015-09-26T10:50:38Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Raidfire.Net](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raidfire.Net](https://forums.unrealengine.com/u/Raidfire.Net)\
**Post date:** [September 26, 2015, 10:50am UTC](https://forums.unrealengine.com/t/new-way-of-working-of-developing-plugins/333444/1 "2015-09-26T10:50:38Z")

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Hi,

a few months ago i have created a plugin and averything worked fine. Now it doesnt 😃

I have created a ue4 c++ base code project.

Then i have created a folder in the game project folder named “Plugins”.

Then i have copied my plugin in this folder.

When i restart the ue4 project, it asked my to rebuild the project and it worked.

But when i open VS2013Community, i cannot see the plugin folder in my solution.

And a new “Intermediate” folder was created in my plugin folder, making the project very huge by a size of 1,3GB. (wtf :D)

Can anybody tell me how to develop plugins presently, keeping things working and slim.

Thanks in advance 😃

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**Author:** ![Yata](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Yata](https://forums.unrealengine.com/u/Yata)\
**Post date:** [September 26, 2015, 10:57am UTC](https://forums.unrealengine.com/t/new-way-of-working-of-developing-plugins/333444/2 "2015-09-26T10:57:55Z")

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Why are you developing a plugin? I recently was working on a Plugin, but decided to fallback to and Editor Module. It is more robust and simple.

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

still it provides the same possibilities of extending the editor, I think.

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**Author:** ![Raidfire.Net](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raidfire.Net](https://forums.unrealengine.com/u/Raidfire.Net)\
**Post date:** [September 26, 2015, 5:32pm UTC](https://forums.unrealengine.com/t/new-way-of-working-of-developing-plugins/333444/3 "2015-09-26T17:32:39Z")

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I will try your way 😃

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**Author:** ![Raidfire.Net](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raidfire.Net](https://forums.unrealengine.com/u/Raidfire.Net)\
**Post date:** [September 29, 2015, 4:33pm UTC](https://forums.unrealengine.com/t/new-way-of-working-of-developing-plugins/333444/4 "2015-09-29T16:33:45Z")

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i have copied a text part of your link:

“Why not a plugin?  
Whether you should use a plugin or editor module comes down to what your trying to do. **If you want to extend the editor in a way that can be used across multiple projects then you probably want a plugin**. If you only want to create customization specific to your game and class types then an editor module is a better design choice.”

The bold part is what i need, so i have to use a plugin 😃

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<div class="post-metadata">

**Author:** ![Raidfire.Net](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Raidfire.Net](https://forums.unrealengine.com/u/Raidfire.Net)\
**Post date:** [September 29, 2015, 4:48pm UTC](https://forums.unrealengine.com/t/new-way-of-working-of-developing-plugins/333444/5 "2015-09-29T16:48:53Z")

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I have found the right solution.

When creating a plugin for multiple projects, put your plugin into:

/UE4 root/Engine/Plugins/My Engine Plugin/

This is an engine plugin.

When making a “game plugin”, the solution by Yata is the right thing.

Case closed 😃
