Real world implementation detail of "Build-time Asset and Plugin Exclusion"

Btw, I just came across https://forums.unrealengine.com/t/additional-clarifications-around-uplugin-exclusion-for-gfps/2655291/5 - that has a lot of good and useful information that probably should be included in the article. Especially the bits about gamefeatures project policies.

One additional question based on that. Do you have special treatment of GFPs with a FortReleaseVersion marked as “Future” as with assets, or is that not something you do and plugins are always explicit?

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