We are developing code plugin, which requires access to native d3d12 objects. When investigating how that can be done, we found examples of plugins provided with Unreal itself (e.g. OculusVR), that include private headers, and access those d3d12 objects that way. So our code plugin we are releasing on the Unreal Marketplace also needs access to those Private headers (specifically “D3D12RHI”, with include paths “Source/Runtime/D3D12RHI/Private” and “Source/Runtime/D3D12RHI/Private/Windows”). Since private headers can change in minor updates, plugin built against UE 5.0.0 will not work correctly when using d3d12 on UE 5.0.3. It can be worked around by asking users to rebuild plugin with correct UE verison, but that is not ideal, since some users don’t have build tools installed (e.g. Artists). So our questions are: Is there any way to specify exact minor version to build code plugin against when publishing on Unreal Marketplace? Is there a way to have multiple versions of code plugin for each minor update on Unreal Marketplace? Is there any examples of accessing native d3d12 objects without using private headers?