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

Hello,

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 :slight_smile:

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

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.

-Pete

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

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

Thank you! I’ll try it.

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