Set Plugin Target Platform?

For some reason a plugin that was packaging perfectly fine on UE5.0 started failing on 5.1
How do I set which platforms it should try to build for in UE5.1?

I saw this old post for UE4 where they mention whitelisting platforms, but is not doing anything here. (Packaging a UE4 Plugin: Changing the Target Platforms)

On UE5.0 it builds ok and logs:
Building plugin for target platforms: Win64

on 5.1 it fails and logs:
Building plugin for target platforms: Android, IOS, Linux, LinuxArm64, Win64

And then complains:
Platform Android is not a valid platform to build. Check that the SDK is installed properly.
And I don’t even want to build it for Android…

3 Likes

I looked through the PluginDescriptor.h file and saw there is a TArray<FString> SupportedTargetPlatforms;

So I set that on my plugin.uplugin file

	"SupportedTargetPlatforms": [
		"Win64"
	]

And it worked.

Also looked through other plugins and I see they’ve set it like this:

"Modules": [
		{
			"Name": "Pluginname",
			"Type": "Runtime",
			"LoadingPhase": "Default",
			"PlatformAllowList": [
				"Win64"
			]
		},

Which I haven’t tested myself but would guess also works.

Anyway, it would seem UE5.1 needs you to explicitly set the plugin target platform.

8 Likes