Solving Plugin dependence on collision channel

First, learn how to extend the editor adding a Editor Module to your plugin:C++ Extending the Editor | Live Training | Unreal Engine - YouTube
Then use System.IO to add the channels to the .ini files from the Editor module of your plugin so then the runtime module can work. You set the runtime module to not loaded by default while the Editor module is running; when activated the plugin manager window will ask for a restart of the editor. By the the time the editor reboots your ini modificarions should already be there, implemented by the Editor module.

1 Like