We are developing a Plugin for the Unreal marketplace on UE5.0. If I package the plugin on my personal PC, it works great - I can drop it into either a template project’s /Plugins subdirectory (C++ projects only) or in UE5_0/Engine/Plugins/Marketplace (C++ or Blueprint projects) and it works great, we can package the project, etc.
However, our packaged plugin that we packaged on our build server will fail a version check. Opening the project with the plugin enabled will give us a dialog that says “The following modules are missing or built with a different engine version:” and then list all of our plugin’s modules. Both my PC and the build server are on UE 5.0.3. If the project in question is a C++ project, it will ask to recompile the plugin’s modules and eventually work. But if the project is a Blueprint project, it just fails with the dialog saying “Engine modules cannot be compiled at runtime. Please build through your IDE.”
The primary difference between my dev PC and the build server is that the dev PC has UE installed through the Epic Games Launcher, but our build server is an AWS instance and could not run the launcher properly, so we downloaded UE 5.0.3 through Epic’s Unreal source github. I’m wondering if there’s something about using the Github drop that intentionally fails to sign the plugin somehow. Our packaged .uplugin has "EngineVersion": "5.0.0"
in both cases, so my guess is that it’s something more difficult to correct in Intermediate
. If there’s something wrong with our setup I’d appreciate any advice.