Static lib not getting generated for custom plugin

Hi guys,

I managed to write an engine plugin for the Kinect V2 and get it working inside the editor. That is to say, the UE4Editor dll has been generated properly and the Kinect is functioning fine in the Editor. But now, the problem I am facing is that when I compile the engine or the project with the Development x64 setting in VS 2013, so I can deploy an exe of it, the static lib that is supposed to get generated is not being generated. I have pretty much used the other Engine plugins as a reference point to write this plugin, so I really can’t figure out what’s going wrong. I am at my wit’s end here; could you please point me in the right direction?

PS: Let me know if you want me to upload the code.

Somebody? Anybody?

Ok, this is getting frustrating. Getnamo’s Leap plugin apparently builds properly in the Development mode, spitting out the Static.lib file perfectly. I’ve been banging my head here for two weeks and still don’t have a friggin clue. In pure desperation I waded into the intermediate folder…and surprisingly, found that Getnamo’s Leap plugin had its own folder in Build/Win64//Development/Plugins/Static folder, but my plugin was nowhere to be found! Apparently the build system is just not recognizing my plugin as a valid plugin to be built! Please! Anybody! Can you help me figure this **** out?

Ok so I finally figured this one out, and it was pretty silly too. The issue was that was the value of the “Type” parameter in the .uplugin descriptor file.

The “Type” parameter in the “Modules” section takes in the following values: “Developer”, “Runtime”, “Editor”. All of these will generate an Editor DLL when compiled against the editor, but when you compile the plugin for a standalone game, make sure that your “Type” value is set to “Runtime” otherwise Unreal will not generate the Static.lib file needed by the standalone game.

Hope this helps others stuck in the same problem :slight_smile: