UPDATE
This feature was integrated into Engine in 4.8 preview version so I wont be updating my repo anymore!
Hi everyone!
As a programmer I must say I was kinda confused when I first tried to create my own Plugin for UE. I was told that best place to start would be a ‘BlankPlugin’ delivered with engine source.
So I copied all the files to ‘MyPlugin’ folder and renamed each file. Then I went into changing actual code in build.cs, .h and .cpp files.
It was ok at first as you could learn a lot during this copy-pasta, however, if you already knew what you’re doing, it was just a waste of time.
To speed things up I decided to create a simple plugin that would help other programmers get started with their own plugin creation - PluginCreator. It works like Project Wizard (most of the code was heavily based on it) - you choose a plugin name, set up parameters, choose a build template and click “Create” button. If everything goes well, next time you start the editor you should be able to see your new plugin on Editor’s plugin list and/or level editor’s toolbar.
Extremely useful, I’ll forward this to our programmers who would make great use of such a setup wizard (we have many internal & commercial plugins planned)
Files you downloaded using this link should be put in Engine/Plugins not in your game project. Also, this zip does not include .dll files so you have to rebuild your project now.
The thing is, plugins are code based right now, so if you want to create your own plugin you will have to rebuild your project at some point. My plugin only helps you to get started by setting up basic plugin files structure. My plugin WONT rebuild your project for you so you have to do it manually.
Have you tried rebuilding your project?; ) Get your project solution (or engine solution), start it in Visual Studio and rebuild it, so the .dll’s get updated.
Ok, added to engine/project … opened up the sln for the main engine build. Am doing a build, but when I look in the directories of the UE4 solution it doesn’t show up.
Does VS somehow find and pick it up and add it in automatically during the build?
Plugins does not have a solution file. You must first GenerateProjectFiles(.bat) and then hit rebuild either on your project or engine, UBT should discover new plugin and rebuild its .dll’s.
So if you want to rebuild the plugin you have to build your project OR engine. Project building is recommended here.
I dont know if vertex snap plugin already supports 4.7 since I’m not the one who created it, feel free to begin another thread or ask Rama himself about it ; )