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    Content only plugins?

    I'm currently creating a plugin with basic player functions (health, thirst, hunger, level systems etc.. etc..) for the marketplace using c++

    However I made the whole system using blueprints first, so when I comes to writing the code minimal testing has to be done.

    The whole blueprint verison has been fully setup and work has started on the c++ version (happy days!)

    When I made my plugin I noticed a "content only" option, I assume that means no c++ classes, obviously that's useless for my c++ plugin.

    does this mean you can make and release a blueprint (blueprints only) plugin for the marketplace?

    I'm a bit confused cause it states "code plugin" on the catagorys, so I'm unsure if the blueprint verison would get accepted on the marketplace

    It'll be nice to have both on there for visual scripters and c++ scripters.

    I know I can add the blueprint version as a template project, but all it is, is a actor component and a few structs. Seems pointless turning that into a template project.

    Any info would be great!

    Many thanks,
    Lewis

    #2
    *Bump*

    +1... Interested to know more about Content-Only Plugins as well...

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      #3
      Bump, still looking for an answer too this..

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        #4
        I came across this: https://docs.unrealengine.com/en-US/...ntentinplugins

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          #5
          Originally posted by CYBッ View Post
          Bump, still looking for an answer too this..
          Hi, So I found a solution for this. I tested it on Unreal 4.25 and VS 2019.
          First start your project, Right click in content browser and create a "New C++ Class". then select GameModeBase and make it public, after this Visual studio should run. then if you want to make a plugin you should see all of them.

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            #6
            ​​​​​​
            Originally posted by Wobbleyheadedbob View Post
            Originally posted by Raymon7n View Post

            Hi, So I found a solution for this. I tested it on Unreal 4.25 and VS 2019.
            First start your project, Right click in content browser and create a "New C++ Class". then select GameModeBase and make it public, after this Visual studio should run. then if you want to make a plugin you should see all of them.
            This doesn't answer my question. Please read my post correctly.

            @Wobbleyheadedbob
            This link contains no information of epics stand on the situation and only says about packaging a plugin for the marketplace.

            @Raymon7n
            I honestly have no idea what your talking about..? I have no issues with any of my classes. I'm asking for information on marketplace plugins..

            ​​​​​let me clear this up.

            Will my content ONLY plugin be accepted on the marketplace even though it doesn't contain any code.
            In the categories on the unreal engine marketplace it states "code plugins" but nothing about "content plugins" so when I list my content only plugin do I list it as a blueprint or a plugin?

            Because it's both I'm unsure of to select it as.

            Many thanks,
            Lewis.


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              #7
              I'm sorry, I had a lot of tabs open, probably posted here by mistake.

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