UnrealBuildTool & plugins

Hi,

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}