Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

[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
more ▼

asked Aug 19 '16 at 12:17 PM in Bug Reports

avatar image

1 1 5 8

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

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.


Doug Wilslon

more ▼

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?

alt text

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.

alt text

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).

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question