It is impossible to install UE5 plugins acquired from FAB if you are developing on Linux.
Neither Epic Asset Manager nor asset-manager-studio are able to detect the newly acquired plugins ( bought in FAB, the ones Bought in UE Marketplace are still working).
As there is no other way to download this plugins for Linux, this is preventing me ( and maybe other people) from buying any plugin in FAB.
What type of bug are you experiencing?
Plugins
Steps to Reproduce
Try to install a Engine Plugin on Linux
Expected Result
Its possible to install plugins in Linux, as UE5 is supporting this OS.
Itâs inexcusable, but hereâs a workaround Iâve been using:
Spin up a Lutris instance of the launcher installing it from the downloadable exe.
Sign in, install a barebones instance of the version of the engine youâre working from in Linux.
Set up a symbolic link to your Unreal Projects folder in the wine instanceâs Documents folder.
Install assets directly to your projects in the launcher, install code plugins to your Marketplace folder and copy the ones you need to your projectâs plugins folder, then rebuild the project.
We really shouldnât have to deal with this but there is a way to make it work. After the initial setup, itâs not a problem, practically speaking. Just wasted disk space.
The real issue is code plugins which arenât built on the marketplace for Linux, so when theyâre in the marketplace plugins folder and donât have a Linux binary specifically copied in by the user, the end user canât package their project with your plugin. Itâs very frustrating. Epic absolutely has the resources to build the Linux binaries, they choose not to. The only practical option is to copy them to your projectâs Plugins folder, but how are end users supposed to just know that?
Epic, right now this is tantamount to theft. We have paid for content - thousands of dollars worth in cases - and we cannot access any of it since you launched Fab. We need a workaround immediately that does NOT involve using a separate operating system. We need to be able to download content directly from the Fab website or the Fab plugin. It doesnât matter which - so long as we can access our paid content. Right now, the assets we paid for are completely inaccessible and that is not okay.
This is not a solution. This is what you do for other assets that are NOT plugins. Plugins do not have a plus for adding them to a project in fab libraries. They have an icon for âinstall from launcherâ.