Plugin in packaged content

Hi,
I created a plugin folder in my project and coded a simple plugin named ImitationLib when I build the solution, unreal creates me an UnrealEditor-ImitationLib.dll inside the binaries folder of my plugin folder.

Here’s the .uplugin of my ImitationLib:

{
	"FileVersion": 3,
	"Version": 1,
	"VersionName": "1.0",
	"FriendlyName": "ImitationLib",
	"Description": "Imitation lib created by candyVoice",
	"Category": "Other",
	"CreatedBy": "Sofiane SAOU",
	"CreatedByURL": "https://github.com/444sofiane",
	"DocsURL": "",
	"MarketplaceURL": "",
	"SupportURL": "",
	"CanContainContent": true,
	"IsBetaVersion": true,
	"IsExperimentalVersion": false,
	"Installed": false,
	"Modules": [
		{
			"Name": "ImitationLib",
			"Type": "Runtime",
			"LoadingPhase": "PreDefault",
			"SupportedTargetPlatforms": [
				"Win64"
			]
		}
	],
	"Plugins": [
		{
			"Name": "AudioCapture",
			"Enabled": true
		}
	]
}

My question is simple, when I package my project is there a way to find this dll or any other ones referencing to my plugin inside my build folder ?

I don’t think there is a way to track the plugins used in a uproject from a packaged build of this project

If you’re using C++, you can find any plugins folder and look from there:

IPluginManager::Get().FindPlugin(TEXT("MyPlugin"))->GetBaseDir()

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I know but I was talking of the context where I just receive the packaged build then I can’t add any modifications to the source code of the project.

I see what you mean - as far as I know you can’t do that.

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I hope so I was asking this for the safety of the plugin I’m trying to sell haha :))

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