Submitting a C++ Game Template

Hello, I am submitting a GameTemplate that is a C++ project. However, the review process says that the project should be buildable by only having the full Content and Config folders, and the .uproject file. A C++ project can only be built by adding the Source folder as well.

What can I do to appeal that decision or to make the project accepted ?

So I asked technical support and here is their answer:

”Currently, only plugins can be published with C++ coding. Whenever you need any sort of small logic, such as opening doors and moving objects during gameplay, you should use Blueprint-only.In your case, you need way more complex logic. We suggest publishing as a plugin and having a .uplugin, instead of .uproject.”

I am a bit confused, because:

  1. My project is a game template, not a plugin or tool.

  2. They say I should submit it as a plugin, but thematically it is not a tool for one particular system. It combines multiple systems together to form a specific kind of game.

  3. I could put all the source C++ code under the umbrella of one plugin, so the template C++ code could be in its own module. I can see the appeal of this, since it would separate the buyer project’s code from the template’s code. I could also make every system a separate plugin.

  4. I fail to understand why they say my template needs more complex logic to be accepted, yet it would be accepted as a plugin even though the project is clearly made for a specific kind of game.

I have structured the C++ backend so that anything common, like a BaseCharacter, is optimized. The example character for the template, however, inherits everything in Blueprint. The same goes for my ability system, where the parent class is in C++ but the implementations are in their Blueprint Event Graph (similar to GAS). It also bothers me a bit that normally we often prototype in Blueprint and then port to C++, not the other way around.