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[Regression] Packaging error with example plugin installed

I can repo this in UE4.12.3, but not 4.10.4, so It seems a regression.

  1. create a C++ game project (basic code)

  2. plugins -> new plugin-> Editor Mode, give a name and click "create plugin"

  3. restart the C++ game project, the plugin will be built and generate binaries.

  4. close the C++ game project.

  5. create a blueprint game project (blank), then close it

  6. copy the plugin to the blueprint game project folder : plugins/[plugin name]

  7. open the blueprint game project

  8. 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.

Product Version: UE 4.12
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asked Aug 19 '16 at 12:17 PM in Bug Reports

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MilosBulatF
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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

Doug Wilslon

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answered Aug 19 '16 at 12:59 PM

avatar image MilosBulatF Aug 19 '16 at 01:29 PM

Hi Doug,

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?

avatar image Doug E ♦♦ STAFF Aug 19 '16 at 01:45 PM

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?

avatar image MilosBulatF Aug 19 '16 at 02:08 PM

I installed it via Epic Games Launcher The version number is: Version: 4.10.4-2872498+++depot+UE4-Releases+4.10

avatar image Doug E ♦♦ STAFF Aug 19 '16 at 03:51 PM

I am looking in the same version and don't see the new plugin button. Can you explain where you're seeing this?

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newpluginbutton.png (236.1 kB)
avatar image MilosBulatF Aug 19 '16 at 04:26 PM

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.

alt text

This is a screen from my colleague, who was running on Windows 8.1 alt text

avatar image MilosBulatF Aug 19 '16 at 04:40 PM

I even saw this button in 4.9.2.

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These are the engines I installed.

alt text

avatar image Doug E ♦♦ STAFF Aug 22 '16 at 06:00 PM

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).

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