I am using 4.18.0 on Mac OS 10.12.6 (16G29) with XCode 9.1 (9B55). There is a Windows plugin on which works for me on Windows. I am trying to port it to Macintosh. The original is HERE and my current code is the branch HERE. I am running the plugin by checking out the repo from into my Plugins folder in a project with a C++ class.
I added “Darwin” to the WhitelistPlatforms for the plugin. Once I did this I found that when I do a clean build of my project (I rm -rf Plugins//Binaries Plugins//Intermediate Binaries Intermediate
), the plugin gets built (there exists a Plugins//Binaries/Mac/UE4Editor-.dylib
). I furthermore in the Output Log find the message "LogPluginManager: Mounting plugin " and also messages showing the plugin being built. The plugin appears under Project → Input Devices in the Plugins dialog and Enabled is checked.
However, the plugin is not running. I find no other messages in the Output Log referencing the plugin after “[7/7] Link UE4Editor-.dylib”. StartupModule
is not being called and neither is CreateInputDevice
. I know this because as you can see from my code there are logs in those functions. I tried putting an intentional crash in CreateInputDevice and that didn’t trigger, either. I am stuck.
What am I missing? Why is the plugin not running? Is there a way to get Unreal to print additional information about what it is or is not loading and why?
(Note: Many third party tutorials have recommended building the Unreal Engine source code in order to build my plugin. This is not what the official Unreal documentation suggests and I have not attempted this yet.)