Unable to run community plugins when packaged.

Thanks for giving this a look.

The use case that is problematic for plugins is in regard to users who might not access to the source of the plugin when they come to packaging their project. This might be the case for plugins that are not necessarily open source. The plugins modules can be accessed by projects when working in the editor for development but as soon as there is an attempt to package that project the build can fail either at the build (in a code based project) with the error:

  • " UnrealBuildTool: ERROR: Couldn’t
    find referenced module ‘PluginName’ "

or it fails at launch in Blueprint projects with the message:

  • " Plugin ‘PluginName’ failed to load
    because module ‘PluginName’ could not
    be found. Please ensure the plugin is
    properly installed, otherwise
    consider disabling the plugin for
    this project "

The log file for that same launch of the blueprint project states:

  • " LogModuleManager:Warning:
    ModuleManager: Module ‘PluginName’
    not found - its
    StaticallyLinkedModuleInitializers
    function is null. "

This is the use case that prompted my queries and I believe some of those earlier in this question.

Cheers