I can repo this in UE4.12.3, but not 4.10.4, so It seems a regression.
- create a C++ game project (basic
code)
- plugins → new plugin-> Editor Mode,
give a name and click “create
plugin”
- restart the C++ game project, the
plugin will be built and generate
binaries.
- close the C++ game project.
- create a blueprint game project
(blank), then close it
- copy the plugin to the blueprint
game project folder :
plugins/[plugin name]
- open the blueprint game project
- package project → mac (or win64)
mono: ERROR: No modules found to build. All requested binaries were already part of the installed engine data.
Workaround: New C++ Class, which seems covert the blueprint game project to a C++ game project
This issue seems a general one that cause packaging issues in blueprint projects with plugins installed. Apparently, Modo Plugin has been bugged because of this.
Hey Yashiz-
A project is required to be a code project when a plugin is added to it. That’s why the workaround of adding a code class to the project allows it to work. You can see this behavior by attempting to add a new plugin to a blueprint project in 4.12. The “New Plugin” button is grayed out without project code present. The reason 4.10 does not show the same behavior is because the in-editor method of plugin creation was not introduced until a later version.
Cheers
Hi ,
Thank you for your answer.
1, If I understand correctly, plugins can not be used inside a blueprint project, as it is not a code project. Is it only a limitation for in-editor method of plugin creation? What are needed for creating a plugin for blueprint projects with any other methods?
2, the version I tried was 4.10.4, which has the “New Plugin” button. So I guess it was introduced already?
If you create an engine level plugin, you should be able to use that plugin across code / blueprint projects. As for the button, I opened a project in the binary version of 4.10.4 and do not see the button on my end. Are you using a source version of the engine?
I installed it via Epic Games Launcher
The version number is:
Version: 4.10.4-2872498+++depot+UE4-Releases+4.10
I am looking in the same version and don’t see the new plugin button. Can you explain where you’re seeing this?
Strange, indeed. I have exactly the same plugins as yours, but I have also the “New Plugin”.
I was running on Mac OSX 10.11.5.
My Epic Games Launcher version is 2.12.7.
I was running a C++ project, not blueprint project, where I noticed it didn’t have a grayed out “New Plugin” button.
This is a screen from my colleague, who was running on Windows 8.1
I even saw this button in 4.9.2.
These are the engines I installed.
The discrepancy in our screenshots is due to the fact that prior to 4.11, a blueprint would not have the New Plugin button at all. I was able to confirm that the button does exist for a 4.10 code project. As mentioned, the best way to add a plugin to a blueprint project would be to make the plugin an engine level plugin that can be used for any project (Paper2D is a good example).