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UnrealBuildTool & plugins


Currently distributing a custom plugin, we would like to create an automation process for packaging our plugin.

Currently, we are using a custom script that is calling UnrealBuildTool.exe on a "host" project that contains a Plugins folder, containing our plugin sources. We think it is not the right pipeline so can you give us the good practice to ship a plugin that will run in any case?

Following is the call of UnrealBuildTool:

Engine/Binaries/DotNET/UnrealBuildTool.exe ${PROJECT_NAME}Editor Win64 Development -project=${UNREAL_HOST_PROJECT_PATH}

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asked Jan 25 '17 at 03:43 PM in Packaging & Deployment

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