I have developed a few plugins that I would like to share with others however the packaging of them requires a whole slew of SDKs. I managed to reluctantly get Android SDKs installed and get past that error, now I need to sort out iOS, can I just not? Why do I need all these SDK’s for a plugin to be packaged? I really don’t care for any of these platforms, I never develop for them nor want to.
My plugin is for the actual Engine to allow extra blueprint functionality.
I have tried disabling all the builds and when trying to package it still wants to compile for everything UE5 supports. I guess I have to compile the plugin for every platform then? Next question how do I compile for Apple without spending thousands of dollars?
I’m bumping this. I’m experiencing the same issue. How can I package a plugin for specific platforms? Every time I package my plugin, it fails because it can’t package for andoid (which I resolved) and iOS.
For people who are looking for the answer and don’t want to read engine source, I got the answer.
To compile your plugin only for specific platforms, you can add a PlatformAllowList property to your plugin’s modules inside the uplugin. Here’s an example: