# 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:** 1\
**Showing post:** 2

<div class="post-metadata">

**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")

</div>

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.

---

_[View the full topic](https://forums.unrealengine.com/t/new-way-of-working-of-developing-plugins/333444)._
