I’d like to modify UE4 such that a plugin can be added or removed from an existing fully cooked build. The game module does not depend on the added/removed plugin module.
I think this can be done by setting the game module’s LinkType = TargetLinkType.Modular in the game module’s Target.cs, then cooking without -pak option. Now the plugin’s folder can be added or removed as needed.
The issue I’ve run into is the game crashes during initialization when LinkType is modular. It crashes during FScopeLock while loading a Navigation sub-system, seemingly unrelated to the game or plugin module’s code. Everything runs fine when the game module’s LinkType is monolithic.
Any ideas what I’ve done wrong? Or other ways to accomplish ‘real’ plugins in UE4?
Thanks!