Plugin Development

Hi all,

I am currently developing an Engine plugin that can be used across multiple projects, but was just wondering on what the workflow should be as I am not sure I am doing it the right way.

Should I be developing the plugin in a project and then package it out? Or do I carry on as I am developing the plugin inside the engine/plugins folder and have it loaded in a test project?

Thanks!

1 Like

I would assume that your end goal is to upload it to the Unreal Engine Marketplace.
If that is the case, view this page for information on how you should package various assets: https://marketplacehelp.epicgames.com/s/seller-guide?language=en_US

Here is a snippet of text from the page:

Project Format
Content Projects:

Content projects cannot contain any C++ code.

All content products must be uploaded as an Unreal Engine project that contains the .uproject file, Content, and Config folders. The Content folder should only contain one folder that is named after your product (the Pack folder) and it should contain all other folders and assets.

MyProject

├── Config
├── Content
│ └── MyProject
├── MyProject.uproject
Engine Code Plugins:

Code Plugins must contain at least 1 code module and can also contain any content that is needed in order for the plugin to function appropriately.

All Plugin products should contain the .uplugin file, Source, Content, and Config folders.

MyPlugin

├── Config
├── Content
├── Resources
├── Source
│ ├── MyModule
│ │ ├── Private
│ │ ├── Public
│ │ └── MyModule.build.cs
│ └── ThirdParty
├── MyPlugin.uplugin

All projects should be pre-zipped and the download link you provide should not require permissions to download. You are welcome to password protect your zip file as long as you provide the password in the Version Notes section of the product page.