The plugins work in a way that each plugin internally has it’s own module and they are the parts loaded at specific times in the engine
for example Advanced session plugin inside of it’s source you have
AdvancedSessions.h
and it’s counterpart cpp file
inside of the cpp file you see it’s startup methods and the module that it implements (final line)
//#include "StandAlonePrivatePCH.h"
#include "AdvancedSessions.h"
void AdvancedSessions::StartupModule(){}
void AdvancedSessions::ShutdownModule(){}
IMPLEMENT_MODULE(AdvancedSessions, AdvancedSessions)
Your uproject should include the plugins
Something like this
{
"FileVersion": 3,
"EngineAssociation": "5.3",
"Category": "",
"Description": "",
"Modules": [
{
"Name": "AdvSteamProj",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "ModelingToolsEditorMode",
"Enabled": true,
"TargetAllowList": [
"Editor"
]
},
{
"Name": "AdvancedSteamSessions",
"Enabled": true
},
{
"Name": "AdvancedSessions",
"Enabled": true
}
]
}
You do not specify the modules from the plugins, but the plugins themselves.
You CAN make your own modules in your project to separate code, but that is a different subject all together. It’s more for isolating code and making it reusable.