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How do you compile C++ changes in a plugin?(solved, sort of)

I am using an unofficial plugin, and it comes as code + binaries.

I had to change to code to fit my project, but I can't figure how to compile it and update the binaries.

Is there a way to do this from the engine or VS?

Edit:

I couldn't add the code to VS, so what I do now is I close the editor, then delete "Binaries" and "Intermediate" in the Plugins folder, then open the .uproject file and it builds everything.

It's very annoying to have to open or close the editor every time but it's the only solution I found to work with 4.12.

Product Version: UE 4.12
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asked Aug 04 '16 at 12:02 PM in Using UE4

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octafbr
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If you have it in engine directory it comples with engine, so "build" there should do the trick. Alternatively you can move plugin to game project (make "Plugins" directory in project) then it will compile with game project, after that you can move build bineries to engine directory. There also UAT command just to build plugin (-plugin) but i not sure how it works

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answered Aug 04 '16 at 12:10 PM

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Shadowriver
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avatar image octafbr Aug 04 '16 at 12:18 PM

It's in the Plugins folder. It contains "Binaries", "Intermediate", and "Source". However the code in "Source" is not loaded in VS, and when I just press Compile in the editor that code doesn't compile.

avatar image Shadowriver Aug 04 '16 at 11:42 PM

Hot reaload does not work with plugins, build in VS. Regenerate project files too, but it really does not matter because UBT searches directories not VS project file

avatar image octafbr Aug 05 '16 at 10:31 AM

I couldn't add the code to VS, so what I do now is I close the editor, then delete "Binaries" and "Intermediate" in the Plugins folder, then open the .uproject file and it builds everything.

It's very annoying to have to open or close the editor every time but it's the only solution I found to work with 4.12.

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