Its early testing , in ue5 it allows you to pick any path of choice when creating plugin, other than c:\programfiles…Engine\Plugins
There is another C:\ProgramFilesx86…Engine\Plugins which you are allowed to use
Then i tried my own custom path, and this worked.
Steps i followed
- Add created plugin to project by ticking in editor
- Add plugin to build.cs
- Regnerate the VS project
Then you can start using the plugin, you just need add plugin header to any cpp files where you need to use it, it automatically resolves the path of header just like it does for plugins in project and engine.
In summary looks like the folder you select for plugin creation automatically becomes “Additional Plugin search path”
Hardly any of this information is in the ue4/ue5 manuals. The manuals for this product are a joke. But its a great product. Cause i suspect it worked this way too in ue4.
A professional level of documentation for ue4, was more badly needed by the community than a ue5.
Cause there are many features and hidden features in the product that are documented.
Which must be very lucrative for those who have access to developers of unreal engine, cause only they will have the real word of mouth documentation.
At this point for c++ API , i have nearly given up on checking the docs, but instead going directly to the source code so as not to waste my time.