Packaging Fails When Using A Custom Plugin

This question was created in reference to: [Packaged Project Does Not Launch, Saying Dependency Is [Content removed]

In this thread one of the workarounds that was given was to add cpp files to the project. I tried to add them manually in the same location as Unreal does it through the UI but it still doesn’t solve the problem. Is there something additional I need to do ?

Steps to Reproduce

  • Add a custom plugin with custom code to your project
  • Try to package it
  • Try to run exe
  • It complains that it’s missing a dependency (the plugin code)

Hey there,

Do you have some details on:

  • How you’re including this plugin for the project (uproject entry)
  • How you’re referencing this plugin from code (be it module dependency, etc?)
  • Where are you adding the source files specifically

Martin (from the other thread) is currently out of office, so I’ll see what I can sort in the interim.

Kind regards,

Julian

Hmm, just thinking aloud - if you reference it from the main project will it be compiled? I wonder if it’s getting pruned somehow.

Julian

No I mean where it’s actually listed as a plugin in the uproject, or as a module reference.

The plugin isn’t listed in the .uproject file, we build it beforehand. The normal workflow is to get this precompiled plugin (with the plugin build tool), drop it in to the plugins folder, then go. We also include the source code with the build.cs files in the same folder. It overrides some nDisplay functions, and I’m not referencing it directly from the main project.

I tried including a header file from the plugin in one of the project’s source files that I made but that didn’t work. Is that what you meant ?