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Using the project code plugin with blueprint project in 4.24.x

Hi! I have a problem while using the plugin in the blueprint project. It works fine in editor, but it never builds during the game packaging. In previous engine versions I’ve always got this message in the output log:


UATHelper: Packaging (Windows (64-bit)): TestPluginBP.uproject requires a temporary target.cs to be generated (<PluginName> plugin is enabled)

After that there is a build step. But in 4.24.0 and 4.24.1 this message is missing and there is no build step, so the packaged game fails to run with message:


LogPluginManager: Error: Unable to load plugin '<PluginName>'. Aborting.

I’ve found the only one way to force this build step by adding another project plugin and disable it, after that I’ve got message during packaging:


UATHelper: Packaging (Windows (64-bit)): TestPluginBP.uproject requires a temporary target.cs to be generated (<TempPluginName> plugin is disabled)

and build step is running after that.

What I’m missing? I’ve got such behavior even if I create a new plugin (blank plugin and blueprint function library plugin have been tested) using the 4.24.x engine version.

1 Like

You Need a TestPluginBP.Target.cs file in your Source folder of your project creating the plug-in I believe.



// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;
using System.Collections.Generic;

public class TestPluginBPTarget : TargetRules
{
    public TestPluginBPTarget(TargetInfo Target) : base(Target)
    {
        Type = TargetType.Game;

        ExtraModuleNames.AddRange(new string] { "TestPluginBP" });
    }
}