Support for transitive dependencies between Game Feature Plugins

Dependency management between Game Features is a workflow issue for us, making iterating on new GFPs difficult because of all the friction encountered by missing dependencies needing to be added. Is there any planned support for transitive dependencies between plugins? For example, given three Game Feature Plugins (GFPs) A, B, and C, with A depending on B and B depending on C, today Unreal prohibits A from directly referencing any content in C despite the transitive dependency A->B->C.

As the number of GFPs in a project grows, it seems useful to be able to have one plugin to get access to “bundles” of content (think: starter content!), and one way to express that might be,

GF_MyPrototype depends on GF_AllEnemies, which in turn depends on GF_Skeleton, GF_Ghost, GF_Minotaur, GF_Deadline, etc. Transitivity would mean GF_MyPrototype would be allowed to reference any of those enemy types by virtue of its dependency on GF_AllEnemies alone, and not need to have a new dependency added every time a new enemy type is created.

Steps to Reproduce

Thanks for your feedback. At this time, there are no plans to support those types of dependencies between plugins.