Custom engine's plugin not being packaged

We have a plugin we implemented ourself to add the support for a specific input device. On our computers, the plugin is installed in the engine’s Plugins directory so we don’t have to install the plugin in each of our projects. Everything works correctly in the editor. But when we package our project, the plugin is not packaged with it as I would have expected it to be. And I find nothing in the plugin documentation about a specific setting or thing to do for it to be packaged. Is it expected and we have to ship the plugin separately of our game? It seems strange. If a project uses a plugin to function, I would have expected to be packaged automatically. No? (I’m just trying to understand what the expected workflow with plugin and packaging)

We also tried to add a directory Plugins with our plugin inside it on the machine we try to execute our game once packaged, but it does not work either.

Hello morph208,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. What version of the engine are you using?
  2. Is the project you are using a content only project (not a C++ project)?
  3. Does this happen with all projects that you try and package?
  4. What platform are you trying to package for?
  5. Could you provide the exact model of the device as well as it’s current OS?

Thanks for getting back to me.

  1. I’m using 4.7.5
  2. yes, it’s a Blueprint project
  3. yes, all the projects using this plugin
  4. windows
  5. we tested on several windows 7 computers

I stepped back a bit and I tried to “Launch” my project instead of “Play”. It does not work either, it says that it’s missing my plugin. To make sure you fully understand what I’m doing: a colleague of mine created and compiled a plugin to add the support for a specific input device we are using. So on my machine, I have the binaries of the plugin installed in my engine’s plugin directory. When I try to launch or package the game, it says the plugin is not there. Is it an expected behaviour? (not copying the plugin dll)

Hello morph208,

After doing a bit of digging I found that this is a known issue (UE-4156) for content base projects. Currently only code based projects are supported when it comes to packaging out projects with plugins.

Here is a thread on our forums that has more information referencing this issue that you may find helpful.

Make it a great day

Wow, given the number of the issue, it’s been a while, right? Any plan for the fix to be included in 4.8? That’s a pretty heavy limitation of plugins (if they can only be used in C++ projects). At least in the prototyping phase of a project where we do more things using Blueprints.

Hello morph208,

This is an issue that we would like to solve and implement as soon as possible. However, there is no definite time frame currently in place for the resolution of this issue. If there are updates made to the status of this issue, you will be able to find them on the thread provided in my post above.

Hello Rudy & Morph.
I tried to follow linked article that apply new c++ class in editor or switch to c++ project as i understand,but it doesn’t not work like this situation.
I tried to figure out unable to package with plugin.

i tried to edit plugins,engine build option (DefaultEngine.ini → [Plugins]
+EnabledPlugins=)

whole process doesn’t work.how can solve this?

Ruby.Could you check that plugins i using source code?
I really had headache during 3month because it doesn’t work.

Have you added the plugin to the Additional Asset Directories to cook? If not please try this and let me know if this helps.

Example:

Make it a great day

Thanks for advise Rudy.I tried to cook this Plugin’s folder. It doesn’t works too. :frowning:

I have provided more information on plugins below. Please read over this for more information. I hope that this helps.

Link: