# Package Plugin (Binary + Header) - Missing precompiled manifest

**URL:** <https://forums.unrealengine.com/t/package-plugin-binary-header-missing-precompiled-manifest/452817>\
**Category:** Plugins\
**Tags:** Packaging-Failed, unreal-engine, Plugins, UE4, CPP, question\
**Created:** [July 25, 2019, 1:39pm UTC](https://forums.unrealengine.com/t/package-plugin-binary-header-missing-precompiled-manifest/452817 "2019-07-25T13:39:52Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![codewing](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@codewing](https://forums.unrealengine.com/u/codewing)\
**Post date:** [September 8, 2019, 7:08pm UTC](https://forums.unrealengine.com/t/package-plugin-binary-header-missing-precompiled-manifest/452817/2 "2019-09-08T19:08:18Z")

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The solution I’m using is the following:

- Compile the plugin using the command line:

> “ENGINE\_DIR\UE\_4.22\Engine\Build\BatchFiles\RunUAT.bat” BuildPlugin -Plugin=“PATH\_TO\_MY\_PLUGIN\MyPlugin.uplugin” -Package=“PATH\_TO\_BUILD\_FOLDER” -TargetPlatforms=Win64 -Rocket -precompile

- Obviously replace **ENGINE\_DIR** , **PATH\_TO\_MY\_PLUGIN** , **MyPlugin** , **PATH\_TO\_BUILD\_FOLDER**

- **Note** that you should either add **-precompile** to the argument (as above) or put **bPrecompile=true** into your build.cs files

- After building the plugin is done **add/replace bPrecompile=true with bUsePrecompiled = true**

- Delete all the .cpp files (in the source and intermediate folders) (Untested: you can even delete the header files but then you can’t extend the cpp classes anymore)

- Your plugin is now ready to use without the source code

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