Its not appropriate to bind plugins to engine plugins.
That is Toolkits and similar should be project plugins not engine plugins.
Why?
Toolkits update and get new features and changes, these features are added across all supported engine versions. We still support users on 5.0 and our community has been asking us to back port to 4.28
The same latest feature set is available on all versions of Unreal (and Unity)
However when Epic forces it to be an Engine plugin this means we coudl break old projects. Say like us you have multiple projects on 5.4 some are released, some nearing the finish line all will launch on 5.4 but each uses a different version of our toolkits internally this is fine we install them as project plugins
but if a user owned our toolkit via FAB it would be an engine level plugin so if they updated it would update it across all those projects which is not the intended behaviour.
Request?
Remove the friction!
Let publishers indicate if its an Engine plugin or a Project plugin make it simple for publishers and clients
As it stands now as far as I can see if you have a plugin its either Engine level or not available on FAB …
Side note
People still use 5.0 … right now we can only support the past 3? so 5.6, 5.5 and 5.4?
that is just fundamentally wrong, projects can take years to develop, that can be longer than 5.6 is on the list so if I start a large project today and 5.9 releases I can no longer get new tools for my project from FAB or I have to update the entire project to 5.9 which will include many breaking changes as we have seen a ton of breaking changes from 5.0-5.6 so far.
No let us release updates on any version of the engine we support for us at current that is 5.0-5.6 and we may be adding 4.28 with the number of users that we have asking for it and we have helped them back port the current 5.0 to 4.28 works well but is a lot of friction that could be resolved with better FAB support.