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How can I get a plugin to start on iOS device?


I'm developing custom game plugin with Xcode. It runs on editor, but doesn't run on iOS device.

Followings are what I have done:

  1. Copy BlankPlugin and changed name and contents to MyBlankPlugin.

  2. Add log to StartupModule.

  3. Make a dummy C++ FPS project (DummyGame) and build Editor.

  4. Create a Plugins directory and put my plugin into it.

  5. Enable plugin.

  6. Add following statement to DummyGame.Target.cs : AdditionalPlugins.AddRange(new string[] { "MyBlankPlugin" }); to build plugin for IOS. "MyBlankPlugin/Binaries/IOS/MyBlankPlugin-Static.a" is built.

Finally I can see startup log of MyBlankPlugin on Editor. But when I launch DummyGame on my iOS Device, plugin doesn't start at all.

Please let me know what I missed or how I can fix it. Current engine ver. is 4.1.0. Thanks in advance :)

[EDIT] I set my uplugin file like this: { "Name" : "MyBlankPlugin", "Type" : "Runtime","LoadingPhase" : "PreDefault" }

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asked Apr 29 '14 at 05:11 PM in C++ Programming

avatar image

Keewon Seo
1 2 3 5

avatar image Ravlek STAFF May 09 '14 at 08:14 PM

I see in step 5 you enabled the plugin. In that step, did you add +EnabledPlugins="MyBlankPlugin" to the [Plugins] section?

The UdpMessaging plugin is known to work with iOS games, so that might be a good plugin to model after.


avatar image Keewon Seo May 09 '14 at 10:26 PM

Thanks for the comment! Which file should I put it in? I didn't find a guide from anywhere.

avatar image Ravlek STAFF May 09 '14 at 10:28 PM

The [Plugins] section of Engine.ini or Game.ini. Probably better to add it to the Game.ini of your dummy game. So in DummyGame/Config/DefaultEngine.ini or DefaultGame.ini

avatar image Keewon Seo May 09 '14 at 10:51 PM

Thank you! I'll try it.

avatar image Keewon Seo May 09 '14 at 11:28 PM

I just tested, and found DummyGame/Config/DefaultEngine.ini worked. But DefaultGame.ini didn't work. Thanks again!

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