Dear Friends at Epic,
Remember the discussion about whether to mandate inclusion of full source code for plugins?
Well currently that is the only option!
I have been selling people plugins that they ask me to make for them, and I have run into the issue that people can’t use my plugins in a packaged game unless they have a c++ project so that the packaging tool can rebuild the plugin!
There are numerous other people reporting issues related to plugins not working unless they have a C++ based project!
This kind of nullifies a former huge advantage of plugins = C++ code for a content only project.
Does Epic have any plans to address this?
Here is the most relevant Answerhub post
Here are two relevant Forum Posts
**The Only Solution: Switch to C++ Project** My clients have also reported this as I mentioned, the anserhub was posted by a client of mine who made the switch to C++ just for my plugin, and it worked! To clarify: 1. The plugins usually work when used in content only project, if used with the Editor 2. Some people are reporting that even this is not working / working sporadically 3. But the critical case is that in a packaged game for a content only project, the plugin modules are not getting found. Switching to C++ Project and repackaging fixes the issue. Is this to be expected? or can the editor somehow remember to include plugin dll when packaging the game? Does a packaged game HAVE to have the source code for every plugin? If so doesnt this mean all plugins must have full source code available on the Marketplace?
Q: Are people putting the plugins in Engine/Plugins or in their project/Plugins?
A: My client who switched to C++ project to get my plugin to work tried both
Q: Shipping or Development Packaged Build?
A: Client tried both of those as well
Switch to C++ was the only thing that worked for packaged game.