Plugin Ignored for Building (including Blank Plugin Template)

Hullo,

I’ve been making templates and code for use in other projects but have always avoided the plugin system since I could never get it working.
Time to get it working methinks!

So I’ve tried to add the “Blank Plugin” to my project along with my own plugin based on the UObjectPlugin.
They are being added to the Visual Studio solution but when it comes time to compile they are ignored.
What troubleshooting steps should I take?

Also is there any tool for adding classes to plugins?!

Thanks!

Hi,

I am having this problem - did you get any help?

Did you use plugin wizard? you make plugin in project? inspect uplugin file if code module is defined properly see if build scripts are in, but considering UBT generates project file with the plugin it should compile files too. Would be helpful if you show entire file structure in your plugin directory so we can see if something is wrong. Remember that VS solution is not used at all by UBT, UBT finds files on the go, and VS solution is just for organizing properties in IDE just for you.

As for tool for class generation, there is none, but you can use normal class inclusione and just move generated .h and .cpp file to plugin source. There is 0 diffrence between game,plugin and even engine modules, they work the same, so you can frilly move code between them (ofcorse there EULA limitations on enigne code).

The first step to ensuring your plugin is built and loaded currently is checking that you have included your plugin in your Build.cs file, which isn’t necessarily set up automatically.

To easily add plugins, use the create plugin wizard through “New Plugin” in the bottom right of the Plugins panel.

To add C++ classes to a plugin, you can use the regular C++ class creator wizard or you can “Show Plugin Content” in the content browser and then right click in the “PluginName C++ Classes” directory to add a C++ class.